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Author Topic: Guild Wars - Nightfall  (Read 2651 times)
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Lockdown
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« on: August 30, 2006, 03:32:30 PM »

I'm not sure how many people here play GuildWars (I'm guessing few), but Gamespot just did a little article on the upcoming "expansion" called Nightfall if ya' care.

Link to Gamespot

I recently started playing the game again for bits at a time, which is why this caught my eye.

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Dreamshadow
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« Reply #1 on: August 30, 2006, 06:30:58 PM »

Guild Wars for the win.   icon_surprised I can't wait to roll up a Paragon for both the class and the setting.  After reading about the Heroes, it sounds like they are mini PVP characters that you can take with you.  Still being able to tell them to attack or more or hold position on command is very nice and will make some encounters much easier.  I hope you can use Heroes on the other landmasses (Tyria and Cantha).
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« Reply #2 on: August 31, 2006, 01:50:49 AM »

It sounds like "Heroes" is just another word for "Henchmen" (Which are already part of Guild Wars)

Guild Wars is the only MMORPG I've played (simply because it's free) and while I did enjoy it, I stopped playing also.
I'm not even sure you could call it a true MMORPG because when you quest you can only have up to 4 players in the party - and you'll NEVER encounter other human players in the same world, only when you come to different towns.
You can take henchmen (computer controlled companions) with you but they've always been stupid, so it'll be interesting to see how the command system plays out.

I like the way the upcoming Gods & Heroes MMORPG is sounding, as it sounds like you can almost take an army of NPCs with you on your quests. Although, you have to pay a monthly fee unlike guild wars.
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« Reply #3 on: August 31, 2006, 05:27:52 AM »

I don't know if you've played recently, but nowadays the Henchies aren't all that dumb anymore.  I know I can "solo" pretty handily in the normal questing areas (and I play an Assassin). Missions are a little dicey but that's because they required some fairly coordinated strategies.
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EddieA
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« Reply #4 on: August 31, 2006, 05:45:11 AM »

I've always wanted to try Guild Wars, and the Africa-style setting of Nightfall seems intriguing, but I'm a little uncertain as to what you actually get with these different releases.  If you just have Nightfall, I'm assuming you can't do any of the quests from the original or Factions, but are you limited to just the two classes from Nightfall, or can you play any class?
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« Reply #5 on: August 31, 2006, 11:32:07 AM »

Eddie: rather than give you a long protracted answer...

1) Nightfall is sort of like a standalone game.  You will have the option of playing the standard classes (Warrior, Ranger, Monk, Necromancer, Mesmer, and Elementalist) plus the two classes new to Nightfall (Paragon & Dervish, or something like that).  Of course, you get to combine any two classes together which basically gives you 56 choices.

2) Most people call it an "expansion" due to the fact it uses the same engine (with improvements) as the original plus looks and feels so much the same.  It could just as easily be called a "new" game.  There are arguments back and forth, but in the end, it really doesn't matter.  Nightfall should easily have enough content to be worth the purchase if you get into this sort of game.

3) Nightfall will most likely be self-contained in the new setting/area.  So probably no going back and doing the other two areas (Tyria and Cantha) unless you own those parts of the game  (Guild Wars:Prophecies and Factions respectively).

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Dreamshadow
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« Reply #6 on: August 31, 2006, 02:58:22 PM »

Lockdown has it right.   When Factions was announced,  they took the classes from Prophecies and declared them the Core classes.  Those classes (and a particular set up skills, about half of prophecies skillset) are labeled Core and will be in every Chapter that is released.  If you just buy Nightfall, you will have access to the PvP Isles (which everyone has access to) and the campaign on Elona.  Tyria (Prophecies) and Cantha (Factions)  will be unavailable to you until you purchase those Chapters.  The game is really well segmented, and has a fair bit of content in the two chapters that exsist.  I can only assume that the third chapter will have a similar amount of content. 


http://www.guildwiki.org has a ton of information on the Core skills and what you will have access to in every chapter.
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Tom "Dreamshadow" Tjarks
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« Reply #7 on: August 31, 2006, 06:56:44 PM »

Now I get it - thanks.
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« Reply #8 on: September 18, 2006, 04:06:14 PM »

DreamShadow... have you seen these pics yet?

Link to GWOnline

 icon_biggrin



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Dreamshadow
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« Reply #9 on: September 18, 2006, 04:56:09 PM »

Quote from: Lockdown on September 18, 2006, 04:06:14 PM

DreamShadow... have you seen these pics yet?

Link to GWOnline

 icon_biggrin



I'll give them credit.  They've given Guild Wars a style I really like. smile  I can't wait for this weekend.  They've begun preloading the assets for the preview.  I think it's time for me to pre-prder my copy of Nightfall. smile
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Tom "Dreamshadow" Tjarks
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« Reply #10 on: September 19, 2006, 06:31:25 PM »

It won't be too long now.

Read some more cool details about Nightfall here.  Link to Nightfall Info Page

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« Reply #11 on: September 21, 2006, 06:42:29 PM »

Check this out.  Bunch of info on how the new NPC's will work.

They call them Heroes
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Dreamshadow
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« Reply #12 on: September 21, 2006, 07:09:30 PM »

Wow..the ability to make them stand where you want them.  Now you'll really be able to hench missions, as long as you can handle controlling up to four characters (you and three heroes).  I liked the bit on Templates personally.  It'll make it easier to switch between roles now. smile
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Tom "Dreamshadow" Tjarks
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« Reply #13 on: September 23, 2006, 12:30:43 PM »

Here are some very preliminary initial thoughts on the game  (directed mostly at DreamShadow and Hiro since we may literally be the only three people on GT that play it):

What they have done with Heroes has really, really, changed the game for me. Being able to pick your Hero's secondary class while in town on the fly, (which seems to give them access to any skills you have personally unlocked) is just amazingly cool. Just for fun, I gave Koss a secondary class of Ritualist, as I have unlocked more skills for that class than any other so far. Going outside to fight and being able to create a spirit (using Koss) before the fights begin is just so cool. I thought the options for how to fight were numerous before? Ha! This has opened things up immensely.

Based on what little I've played, I think the Paragon is a pretty cool class. They have some really interesting skillsets and combination effect possibilities. The more I mess with one, the more it grows on me. They remind me of a combination between Warrior/Ranger/Monk. The Dervish on the other hand just seems uber-powerful and fun as heck. I foresee that being an insanely popular class with folks.

Q: I thought I read somewhere that you can prioritize for the A.I. Hero what skills on his skill bar he uses more often. Did I miss how to do this in the tutorial, or am I dreaming this up?

On Heroes: There are times when Koss is creating a Union Spirit when I am not sure it is the greatest thing to do. Am I complaining? No way. As more often than not, he is doing fine. I also gave him Weapon of Warding and Mend Body and Soul (basically just running some experiments to see how smart he uses the skills on his own), and he is using them extremely intelligently so far from what I can see. This is an obvious statement, but I think the Hero's using the skills you give them wisely is key to this whole system working... and so far (knock on wood), it appears to be excellent.

I am enjoying the new gameplay mechanics as well as the new setting very, very much. I agree that, on the whole, Nightfall is turning out better than I had hoped. I am extremely pleased so far. I have played very little, so my opinions could change, but those are my thoughts right now. 
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« Reply #14 on: September 23, 2006, 05:00:46 PM »

Question about GW in general.  Have they changed the drop mechanics at all.  I have not played since before Factions came out.  I liked the PVP, but the single player portion bored me to tears.  Do the MOBs drop interesting items now?
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« Reply #15 on: September 23, 2006, 06:21:25 PM »

Deno - I don't know how you define interesting, but I would guess it hasn't changed all that much since you have played.  In general, drops in Chapter 2 and Chapter 3 are better than they were in Chapter 1 - but since the game isn't really about loot to begin with, my guess is you won't find it much different.

Here is a shot of Koss and me just after entering Zhelon's Reach from the Astralarium.  It's a really neat place if ya' like jungles.   icon_smile





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« Reply #16 on: September 23, 2006, 06:38:06 PM »

Video for Nightfall is on the front page. smile
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« Reply #17 on: September 24, 2006, 12:37:02 AM »

I checked it out briefly. Didn't notice enough changes from the original Guild Wars to be too interested. The game is still beautiful to look at, however.
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« Reply #18 on: September 24, 2006, 09:23:40 AM »

Quote from: denoginizer on September 23, 2006, 05:00:46 PM

Question about GW in general.  Have they changed the drop mechanics at all.  I have not played since before Factions came out.  I liked the PVP, but the single player portion bored me to tears.  Do the MOBs drop interesting items now?

I'm a big fan of Diablo like loot whore gameplay but because of how PvP works, they are somewhat limited on what they can do to make it more exciting in GW (because they don't want to put PvP only players at a disadvantage).  They did add more coloured rare/boss loot which makes it somewhat more exciting.  I think the more exciting "loot" is actually not items but skills.  It's fun trying to hunt down as many skills as possible.  Also a lot of people are hooked on farming because you can get unique looking armor and items this way but it's mostly just for aesthetics.
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« Reply #19 on: September 24, 2006, 05:44:41 PM »

Quote from: siege on September 24, 2006, 12:37:02 AM

I checked it out briefly. Didn't notice enough changes from the original Guild Wars to be too interested. The game is still beautiful to look at, however.

You should get in a little deeper, to when they introduce the Hero system. It's crazy.  NPC that'll follow your every order.  Here's something a little cool.

So I have the warrior Hero, right. Not only is he the coolest character in teh game, but he can utilize all the warrior skills that I've unlocked thus far, including elites.  So I can play around with his skill bar, give him decent sword/shield... an elite.  And walla, he's now a really good super-hench.  Better than me even (because I didn't have any elites unlocked for my Preview character).  So I it's like playing two characters.  I have to play with my skill bar, and his as well.  When you can do this for all your heroes.  So if you have two heroes in play, you can their skill bars up,and you can play with them.  It's crazy, and totally optional.

If PvE in GW bored you to tears, this MAY be the tonic for you.  If you're a loot whore though, it's still lacking in that department.  But everything looks cool, so it's not THAT much of a problem.
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« Reply #20 on: September 25, 2006, 01:49:07 PM »

The hero thing is definitely awesome, and makes soloing the harder PvE regions actually a viable option.

I wonder, will it be retroactively applied to the other two campagins, though?
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« Reply #21 on: September 25, 2006, 06:30:01 PM »

OMG!!
I'm definitely going to get this. I used to play Guild Wars religiously. Kind of set it aside once I got my Xbox360. It looks like I've been missing out!!!

I'll be jumping back into Guild Wars tonight!

Thanks for the heads up!

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« Reply #22 on: September 25, 2006, 08:44:23 PM »

Quote from: -Lord Ebonstone- on September 25, 2006, 01:49:07 PM

The hero thing is definitely awesome, and makes soloing the harder PvE regions actually a viable option.

I wonder, will it be retroactively applied to the other two campagins, though?

That'll be the big question for me. It'll make the older games a ton more fun (and actually worth playing solo) if they do.
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« Reply #23 on: October 26, 2006, 06:42:17 PM »

Picked it up today.

Just an F.Y.I.

 icon_biggrin

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« Reply #24 on: October 26, 2006, 06:50:07 PM »

And for those interested in what ArenaNet has done to make the whole GuildWars experience better, along with the stuff they have added in Nightfall...

ArenaNet wrote:
New Features of Guild Wars Nightfall

Today we are publishing the new features of Guild Wars Nightfall in anticipation of the campaign’s release this Friday, October 27 at 12:01 am PDT. Players won’t be able to acquire Heroes or participate in Hero Battles until they can play through the Nightfall campaign, but many of the other features of Nightfall are available today as free updates.

Skills and Attributes
Skill selection, attribute adjustment, and secondary profession selection are now centralized on the new Skills and Attributes panel.
Your characters can now change their secondary professions whenever they are standing in a town or outpost. PvP characters can change to any secondary profession, while Roleplaying characters can change to any profession that character has previously learned.
You can now save and load templates containing Skill Bar setup, attributes, and professions. This allows you to switch a character between different roles quickly, and to share your strategies with your friends.
To save a Skill Template, click the disk icon inside the Skills and Attributes panel, then click “Save to Template.” The template will be saved to a small file in the Templates/Skills folder below the Guild Wars installation directory. You can copy this file to other computers, share it with your friends, or post it on the Internet.
To load a Skill Template, click the disk icon, then click “Load from Template.” You can load any template that matches your character’s primary profession.
If your character doesn’t have as many attribute points as the character who saved the template, the attribute levels will automatically be adjusted down for you.
If your character doesn’t have access to skills that were saved in the template, those skills will appear grayed out.

Equipment Templates
PvP characters can now save and load Equipment Templates containing a complete set of armor and weapon selections.
To save an Equipment Template, click the disk icon inside the Inventory panel, then click “Save to Template.” The template will be saved to a small file in the Templates/Equipment folder below the Guild Wars installation directory.
To load an Equipment Template, click the disk icon, then click “Load from Template.” You can load any template that matches your character’s primary profession.
Loading a template will replace your character’s current weapons and armor, unless your character is using weapons or armor that were acquired through roleplaying.
If you load a template that uses item upgrades that are not currently available on your account, the items that require those upgrades will not be created.

Equipment Builder
Equipment can be made for any PvP character, including PvP Heroes, using the new PvP Equipment panel.
You can open the PvP Equipment panel whenever your PvP character is standing in a town or outpost by clicking on the PvP Equipment button within the Inventory panel or by pressing “J” on your keyboard.
To create an item, click on the portrait of the character you would like to build the item for, then select the tab for the type of item you would like to create. Choose the item, upgrade components, and color from the list of available selections.
If you would like the item to be equipped immediately, select the “Equip Immediately” option before clicking “Create.” The new item will be placed onto your character, and the old item that your character was previously wearing will be destroyed. If you choose not to equip immediately, the new item will be placed into your character’s inventory instead.
Items created with the PvP Equipment panel cannot be upgraded or salvaged.

Armor Insignias
New armor crafted in Elona or through the PvP Equipment panel can contain swappable insignias, which provide the same types of bonuses that previously were permanent parts of the armor, plus new bonuses that are being introduced with Nightfall.
With the use of armor insignias, you can now mix and match different armor bonuses with different armor appearances. Additionally, the use of insignias simplifies the process of creating armor with the PvP Equipment panel because you can choose the armor appearance and bonus separately.
Outside of the PvP Equipment panel, you can only place an insignia on a piece of armor if that armor has a blank insignia slot. Certain types of armor crafted in Elona include blank insignia slots.
Like other types of armor upgrades, insignias must be unlocked on your account before you can use them in the PvP Equipment panel. Because some insignias are replacements for bonuses that used to be inherent properties of PvP armor, those insignias are already unlocked on your account.
Because insignias allow you to place bonuses on certain types of headgear that could not receive bonuses in the past, some existing high-end headgear from Tyria and Cantha is being updated with this build to include new bonuses.

Weapon Inscriptions
New weapons found in Elona or created through the PvP Equipment panel can contain swappable inscriptions, which provide a variety of weapon bonuses and enhancements.
Like armor insignias, weapon inscriptions allow you to swap bonuses between different items you acquire by playing through the roleplaying content, and they simplify the process of creating items with the PvP Equipment panel by enabling you to choose the base weapon and the weapon bonuses separately.
You can only place an inscription in a weapon if that weapon has a blank inscription slot. Inscriptions and inscription slots are sometimes found on rare weapons dropped by monsters in Elona.
Inscriptions must be unlocked on your account before you can use them in the PvP Equipment panel. Inscriptions that provide bonuses that were previously inherent bonuses of PvP weapons are already unlocked on your account.

New Item Upgrades
Shields, wands, and focus items created through the PvP Equipment panel or found in Elona can now have upgrades applied to them.
Shields can have a Shield Handle upgrade plus one inscription.
Wands can have a Wand Wrapping upgrade plus one inscription.
Focus items can have a Focus Core upgrade plus one inscription.
These new upgrades are equivalent in power to inherent item bonuses that were found in previous campaigns.

New Salvage/Upgrade System
Salvaging an item with upgrade components now gives you the ability to pick which item you would like to salvage.
If you salvage an item to extract a magical component, there is now a 50 percent chance that the base item will not be destroyed.
When you upgrade an item with an upgrade component, you now see a preview of what that item will look like after the upgrade.

New Dye System
The new dye system improves the appearance of base dye colors and mixed dye colors. The new system is used when you newly apply dye to an item. Existing item colors are not affected.
Newly crafted armor now starts out gray. If you dye it to another color and then later want to restore it to its original appearance, just dye it gray. Vendors now sell gray dye instead of dye remover.
White and brown dye colors are now available as loot drops.
Silver is now an equipment color option during character creation.
A new Dye Preview panel lets you preview the effect of dye color combinations on your items before applying the dye.

New Damage Interface
The new Damage Monitor panel shows all skills that your opponents have recently used against you. You can hover the mouse over any skill icon to get a tooltip explaining that skill.
The numbers that float above characters’ heads are now bigger, and use different animations to help distinguish between damage, healing, and experience.
When an enemy uses a skill against you, the skill icon will display next to the damage number. The Options panel allows you to switch from displaying skill icons to displaying skill names.

PvP-Only Character Creation
The PvP character creation process has been simplified. During character creation, you now choose only the character’s primary profession, character appearance, and name.
Newly created PvP characters start off with a set of equipment and six basic skills for their primary profession, so you can start playing immediately.
To outfit your PvP character with other skills and equipment, you can use the new Skill and Equipment Templates systems.
So that your PvP characters have immediate access to skill and equipment swapping, new PvP characters you create now start in the Great Temple of Balthazar once you have unlocked Random Arenas on your account.
You can still access Zaishen Basic Training by walking from the Great Temple back into the Isle of the Nameless and talking with the Master of Paths.
First-time PvP players must complete Zaishen Basic Training to gain access to the Random Arenas and to gain the ability to purchase unlocks from the Priest of Balthazar.

Balthazar’s Faction
The rate of Balthazar’s faction has been doubled for all types of PvP!
In high-level arenas, players now earn 40 faction per unique kill, 50 faction for winning, 50 faction for a flawless victory, and 50 faction for a five-game winning streak.
In Heroes’ Ascent, players now earn 40 faction per unique kill, 200–800 faction for winning (depending on the map), and 200 faction for a flawless victory.
In Guild Combat, players now earn 40 faction per unique kill, 1,000–4,000 faction for winning (depending on their guild rating), and 200–800 faction for a flawless victory (depending on their guild rating).
In Alliance Battles and Competitive Missions, players now earn 6 faction per kill.

Henchmen Controls
Henchmen controls are now available on the Compass. To direct your henchmen, click the Henchmen button on the Compass, then click anywhere on the Compass or in the world to select where you’d like your henchmen to go.

Improved Hero/Henchmen AI
Heroes and Henchmen now take into account Conditions and Exhaustion when choosing which skills to cast. They also consider attribute levels for stolen skills, and combo states for Assassin skills.
They have improved combo awareness for some important skill combinations.
They have improved knowledge of skills, so that they make smarter decisions about which skills to cast.
They manage their Energy better.
They are better at kiting opponents.
They are better at getting out and staying out of AoE damage spells.
They move in formation around their leader, with melee characters in front and ranged or casting characters in back.
They follow their leader whenever they haven’t been specifically directed to move to a point. The leader for Heroes is the player who owns the Hero, and the leader for henchmen is the party leader.
They also know how to have fun.

Improved Monster AI
Monsters no longer run from AoE damage when they are very healthy, or when they think they’re very close to killing their opponent.
Melee monsters are more intelligent about keeping themselves spread out, so that they don’t put themselves into a position where they’re highly susceptible to AoE attacks.

Gameplay Changes
The rarity of items within locked chests is now properly randomized.
Armor swapping is now disabled during PvP games.
Certain situations that caused players to get stuck and not be able to move have been fixed, and a new command “/stuck” has been introduced to help players free their characters if they become stuck.

Title System Changes
The Treasure Hunter and Seeker of Wisdom titles now confer a benefit to players who earn them. For each rank of either title earned, the chance of an item not being destroyed when salvaging a magical upgrade component is increased by 3 percent from a base of 50 percent.
The Hero, Gladiator, and Champion titles now confer a benefit to players who earn them. Gaining ranks in these titles increases the maximum cap of unspent Balthazar’s faction. The cap increases by 2,000 faction points for each of the first five ranks of the Hero title and 5,000 faction points for each subsequent rank, and the cap increases by 5,000 faction points for each rank of the Gladiator and Champion titles earned.

Materials Storage
The Materials Storage panel, which was previously a feature of Guild Wars Factions, is now available to all players.

User Interface Improvements
While forming a party, you can now control+click on your Skill Bar to announce your skill setup to your party members.
Called targets now remain active for up to 30 seconds after being attacked by their caller, and do not go away when the caller changes targets.
During Guild Combat, a countdown timer now displays the amount of time remaining until the team that holds the shrine will gain a morale boost.
In all types of PvP, the new score screen option “Team Status” shows a summary of the Health and morale of your entire team, including allied NPCs.
A new option “Hide UI” on the login screen allows you to use the login screen as a screensaver. The client continues to download game assets in the background while in screensaver mode.
The text and audio languages can now be independently selected in the Options panel.
Other new options enable you to keep windows open when pressing escape, to disable tooltips on Skill Bars, and to disable tooltips on effect monitors.

Equipment Balance Changes
Reduced the cost of all armor sets found on Shing Jea Island.
Updated the Henge of Denravi Axe to have +5 inherent Energy instead of +25 inherent Health.
Updated the Henge of Denravi Bow to have +5 inherent Energy instead of +10 inherent armor.
Updated some Fiery Flame Spitters that had a 15% recharge chance instead of the normal 10% chance.

Green item staffs, crafted staffs, and collector staffs with any sort of recharge bonus have been updated to reduce the recharge time of all spells with a chance of 20% instead of the attribute-specific bonuses they had previously.

Updated a sword received from a quest in pre-Searing Ascalon to remove the inherent +5 armor while enchanted bonus. It now deals an additional 15% damage while Health is above 50.
Updated the Warrior’s Dreadnought and Dragon armor suits to +10 vs. elemental to match how the armor bonus works under the new insignia system.
Updated the Warrior’s Sentinel armor suit to +20 vs. elemental (req. 13 Strength) to match how the armor bonus works under the new insignia system.
Updated the Necromancer’s Tormentor armor suit to add 6 holy damage on the chest, 4 on the leggings, and 2 on all other pieces. It was previously 5 damage for all pieces.
Updated the Assassin’s Saboteur, Infiltrator, and Vanguard armor suits to have +10 armor vs. all physical damage and an additional +10 armor vs. a specific type of physical damage. The Condition reduction bonuses were removed to match how the bonuses work under the new insignia system.
Updated all instances of Stonefist Gauntlets to remove the -5 armor penalty to match how the bonus works under the new insignia system.
Updated all instances of the Lieutenant's Helm to remove the -10 armor vs. physical penalty to match how the bonus works under the new insignia system.
Updated maximum level headgear found in Prophecies and Factions with a +1 Energy bonus to equalize it with possibilities found in Nightfall and at the new PvP Equipment panel. Warrior headgear that already had built-in armor bonuses will remain unaffected.


Plus various Skill Balance Changes ...
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Dreamshadow
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« Reply #25 on: October 26, 2006, 07:38:43 PM »

*droooool*  Some nice changes there.  I find myself disappointed that they opened up the materials storage to all players now....I don't quite know why...because it seems only fair.  Still, can't wait to get this one.
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Tom "Dreamshadow" Tjarks
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Tals
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« Reply #26 on: October 28, 2006, 12:07:35 PM »

Out of interest how much is it selling for in the States?

Tals
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SuperHiro
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« Reply #27 on: October 28, 2006, 04:04:16 PM »

50 fucking bucks.
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« Reply #28 on: October 28, 2006, 04:10:43 PM »

The pricing is a bit screwed. Its £17.99 on Play which equates to 32$ - but if you but it from the ingame store its £29.99! Approx 50$ - sounds like the stores over in the US are selling it at rrp.

Tals
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