Guild Wars

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RadioPatrol

Guest
I have Played Anarchy Online ( 1 + yrs now ) World of Warcraft since Dec ( off and on ) this the 1st I have heard of Guild Wars ........ nice website !!!




:popcorn:
 

Gwydion

New Member
I just quit WoW after playing since closed beta. I have a Guildwars account...but I haven't really touched it since I got to level 3 (maybe 4).

I don't know the slightest thing about guildwars though...so (coming from a WoW background...)

Are there different realms? Which do you play on?

How would I get into contact ingame with you?
 
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RadioPatrol

Guest
dia look said:
How many people on here play Guild Wars? My wife and I have played for almost a year.


nice game ........ graphics look great even on my older stuff !!!

I have been playing for the lat 3 hrs ......... :whistle:
 

dia look

New Member
guild wars doens't have different realms, but each city you enter can have different servers, but that changes every time you zone in or out. the playable zones are all instance zones, so no camping, which is nice. my name is Smackem Jackem, but I have to warn you, I am REALLY bad at checking my chat window :) I get yelled at for it all the time.
 
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RadioPatrol

Guest
I thought it was cute, after 3 hrs the game reminded me to " take a break"
 

sparkyaclown

Active Member
I play it from time to time, haven't picked up Nightfall to date. I'm still playing Prophecies, but I've only made it to 14 so far. The hireable NPCs get a little annoying so I end up getting frustrated and putting it down. I spend most of my time playing WoW, although I've been getting into the Lord of the Rings online Beta as well as Vanguard now that they've finally patched it to a more playable level.
 

sparkyaclown

Active Member
LOTR Online

I really like LOTR and even went so far as to do the pre-order for it. As a side note, open beta starts March 30 for all who pre-ordered it, and you get special pricing on it's subscription (either $10/mo or $199 lifetime). The quests were well done and seemed to follow a general storyline of what was going on in the world. Gathering quests definitely beat WoW hands down as I could expect the drop at a more realistic rate. For instance, one quest had you gathering boar meat to help feed the village you were in. Unlike WoW every boar dropped the meat which gives a more realistic feel. I personally found this refreshing as it seemed like less of a grind. There are still the random quest drops, such as one of the brigands stole something and your asked to get it back. You'll have to kill several before you happen upon the one that took it. At least early on, quests are easily soloable. Any quest that would require a group was labeled as such.

The first few levels happened rather quickly but it seemed to slow down quite a bit after you hit 4 or 5. I think this was done more to give your toon a few skills to utilize in battle early on. You generally start out with about 3 skills and acquire more as you go up. Generally you get active skills on even numbered levels and passive ones on the odd numbered ones.

I found the beginning intro of the game to be similar to Guild Wars. There is a very short tutorial quest in which you are the lone player. With a human character you must rescue a couple of hobbits and escape a camp you were a prisoner in with them. The elves start off with a different quest also which has you assisting in the defense of some artifacts concealed in an elf city. I haven't played a dwarf or hobbit but I suspect they also have differing quests. After that it switches to a town that is similar to pre-searing in GW. You have several side quests as well as a main storyline quest that you can complete. MOBs in this area are generally non-aggressive similar to WoWs starter area. This gave you a nice introduction to the game mechanics and allows adjustment to the way the interface works. Once you finish the main storyline chain of which you are warned to finish your other quests off before proceeding you are transported to another area or version of the same area. (ala searing in GW)

The game has crafting and this is the one area where it still needs work. While I myself did not have not truly explored this feature there was substantial conversation on it in the general chat. The largest complaint was the fact that recipes for items you could make early on say around level 7 or 8 couldn't be used until you were level 15 for some classes and 19 for others. Apparently there were no recipes for items lower than this. I did choose metal crafting as a trade and noticed I only had recipes for heavy armor which I would not acquire the skill to wear until level 19.

As far as chracter creation, you had a choice between 4 races human, hobbit, dwarf, and elf. Each race has several class choices. The classes were a slightly different take on the standards. You had a lore keeper (mage but gets a pet), burglar (rogue), minstrel (healer), ranger (ranged dps, somewhat hunter but no pet), defender (prot tank), crusader (fury tank), and captain (not sure where this one falls, seemed to be a tank class but gets a pet in later levels and specialized in party buffs as well as melee). I've played all but the minstrel and burgurlar class. None seemed to be overpowered and I could see a definite need for each when it would come time to join a fellowship for quest completion.

At level 10 you get to experience monster play. Very cool aspect of the game. Basically you enter a portal in one of the capitals where you choose to play a lvl 50 character from the opposing side (Worg, couple of different Orc classes). You earn points for completeing quests which you can use to upgrade your monsters skills or buy temporary buffs for your main character. While I didn't notice any fellowship side players in the MP zone there was farmable materials there. Monsters cannot farm materials which leads me to believe that this may be a PVP area also.
 

sparkyaclown

Active Member
Vanguard

Prior to buying this game, I had been hearing alot of mixed reviews, some raved about it while others were trashing it. This games original intention was to be the WoW killer. It was released without much fanfare and even the official Sigil website never actually announced the release date. Many players were shocked that it had released alot earlier than originally planned (3 months early in fact). After playing it for a short time I could see why. It was obvious Sony must have stuck their nose in it and forced this games release early.

It was easy to see early on that this game was not finished. There were a few quests which were bugged to a point that they could not be finished. One crafting quest supplied the wrong recipe for an item you need to craft for them and there was no outlet to acquire the correct recipe. A few small patches were released early on which fixed these, but the fact they were there illustrates the games incomplete state at release. The UI has some action bars that you can optionally turn on but they are obscured by other parts of the UI. One bar had 2 buttons completly hidden behind some of the other elements of the UI. While the graphics are pretty nice, especially for an MMO, it is apparent that the code still needs to be optimized further. My system has 1.5GB RAM and 512MB on the video, RAM usage hovers between 80-90%. I've noticed alot of lag in certain areas and not necessarily heavily populated ones. My assumption on this is that your actually on the edge of a zone and the game doesn't know which server to flip you to.

Moving past the bugs, the game overall has potential. It is an instance free game where the mob population in key areas seems to be large enough to sustain a large player base. There are 3 areas to level your character in, which Vanguard refers to as spheres. The spheres are adventuring, crafting, and diplomacy. Adventuring is your standard hack and slash quest running. Battles were enjoyable although I found the MOB population in some areas to be a little extreme. One disappointment I've noticed so far could be a lack of my knowledge of the game. It appears there is no way to heal in battle short of having a healing class. The lack of a healing pot adds a level of difficulty to the game that in some areas is refreshing. Of course with the density of MOBs and some of their huge pathing areas this can also be frustating. The no-instance approach to questing is a challenge. Wiping definitely will cost a significant penalty and not just xp, especially for those without soulbound gear. I ran with a small group this past weekend where we did end up wiping once. I was the lone player who had soulbound all of my weapons and armor. Our ranger had to run basically naked behind the rest of us (no weapons or armor). The necromancer while in the same boat as the ranger was not effected as badly because being a non-melee class , he could just hang back and cast while sending his pet in. Respawn rates are extremely fast in the quest zone and we ended up fighting our way all the back to our corpses as if starting over. While somewhat frustating, it was not a game killer as we were able to easily bypass some areas we had gone through earlier because of quest requirements. The more annoying issue was the limited bag space, which really reared its ugly head when we arrived at our corpses. I ended up dumping some of the lower value items I had picked up on the way in favor of the rarer drops that were still attached to my corpse. The wipe definitely forced you to carefully plan out your progression throughout the entire dungeon. Battles became progressively harder the further into the dungeon you proceeded. The dungeons do seem expansive and I question whether there are not quests which send you back to the same one several times, going a little deeper in each time. I found that once we had completed our final quest we had for that dungeon, we could realistically not proceed much further in. The encounters ramped up to a level that was obviously well beyond our small groups capabilities or most others that would be attempting the quests we were on. In fact we actually wiped a second time when we decided to just go for the second boss we encountered. He made quick work of us with the added help of his minions that pull with him. At that point we just summoned our corpses and parted ways. It was a fun run and interesting to see how the classes could work together in a group.


Death transports you to the nearest altar. Level 1-6 offers no penalty for death. Starting at level 7 you ressurect at the altar minus anything you were carrying and xp, in a similar fashion to Everquest (so I'm told as I never played EQ). The difference (again so I've heard) is that any soulbound items will follow you to the altar if you have a mount and purchased a saddlebag this gear will also follow you. Most equipment (in fact all I've seen so far) is bindable. For 30c from a general goods vendor you can purchase a binding crystal with 10 charges. The crystal allows you to make bindable equipment soulbound eliminating the need for a recovery set of equipment. Of course this means you can't auction it off later but I'm use to vendoring my gear once I get better so I don't see this as a big deal. Retrieving your corpse will recapture some of the lost xp, however it is not the only option. You can elect to have your corpse summoned to the altar, you bear the full xp hit here which scales with your level. At level 10 I recapture about 1000 xp by doing the corpse run. This was a substantial amount of xp for this level. It is possible to die in the red, taking more xp than you have earned at your current level. When this happens you will retain your level but you will not earn any xp towards your level until the debt is repaid.

Character creation offers a large array of races and class combos. I believe there are about 15 different races. These include some of your standard fare along with some truly unique looking races. While the base face options seemed limited, the amount of customization you could do to each one was pretty impressive. The customization reminded me alot of Oblivion, where features could be tweaked to give an entirely different look. Your race plays a role in the game as not all races will be friendly with each other right off. You may receive quests which will require you to gain faction with a certain race before you can turn it in. For example, I received a quest to deleiver a sales offer to a bunker controlled by gnomes. My character is a cat like race who is not well liked by the gnomes. In order for me to deliver the offer I must grind faction with the gnomes. Having not attempted the faction grind yet, I cannot comment on it. I did find this an interesting twist on the game though.

Following LOTRO lead, the drop rates for quest items was not a grind fest. If it is a quest item it will drop at a realistic rate, so far the drop is about 100%. It makes sense that if a certain mobs have item A I should be able to get it every time.

Moving onto crafting and diplomacy, both involve little mini-game type interactions. Diplomacy has you interacting with key NPCs in order to gain money and/or buffs. Anyone in the town when the buff goes off receives it and it lasts for an hour. So far I've only seen a +25 to blacksmithing but there are supposedly several others. Diplomacy looks simialr to a card game where you play a certain actions in turn. Each action will adjust a points bar in your favor or your opponents. The goal of course is to have the most points by the last round.
Crafting has 3 avenues, which cover woodworking, metalsmithing, and tailoring. You can only specialize in one and you receive 2 harvesting skills to go along with it. Crafting involves having the components and going through certain steps in the crafting process. You start out with a set number of action points. Each step uses a certain number of points. Some steps provide two options, one low risk/cost and another higher risk/cost. Items have 4 levels of quality, the higher risk option raises the quality of the item. The goal is to raise the quality as high as possible without running out of action points before the process is finished. Unlike other implementations of crafting I have seen in MMOs, there is a chance of failure with a penalty to go with it. As an example, a recipe I tried for a new pick axe yielded me a lump of mis-shapen metal at the end. So not only was my copper ingot gone but all I had to show for it was vendor trash. Having the recipe does not gaurantee sucess. To earn extra items/cash you can pick up work orders. The work orders give you a recipe for a special requested item. The harvestable materials are supplied, you need to supply and crafting components. So other than hitting a crafting merchant no farming for materials is required. You earn xp in crafting/ diplomacy for any action that stretches your current talents.

At level 10 you can purchase a mount. This level requirement is not restricted to adventuring, as a level 10 craftsman could purchase a mount yet only be a level 7 with his character. The mount only offers a 40% speed increase which can be enhanced further with some added extras. Faster mounts become available at higher levels, but having it so early on was a nice change.

Overall the game is very complex and has alot of potential. Whether it will reach that potential is still up in the air. If you can overlook the bugs, it's pretty fun to play.

I posted screenshots from both games here
 

Gwydion

New Member
I heard that the LOTR area is incredibly small...taking a mere hour or so to venture from the starting zone to the opposite side.
 

dia look

New Member
Guild Wars has the added benefit of no monthly charges, and the quests seem to go on forever. There is a lot of content in each game.
 

Syn

New Member
I tried my hand @ Guildwars. It was really fun, but focussed too much on the PvP aspect. I enjoy PvE games. WoW ftw. Vanguard looks like it could have promise, but I'm sadly too much of a Blizzard fanboy to try it. :p
 

sparkyaclown

Active Member
I heard that the LOTR area is incredibly small...taking a mere hour or so to venture from the starting zone to the opposite side.

I won't say it's huge, but I have yet to attempt to cross to the opposite side so I can't verify how long it would take to run from one side to the other. Turbine's past effort didn't involve an expansive map either though so I wouldn't be surprised if it could be crossed fairly quickly. There is plenty to do and see in the zones I have been in, and I have yet to see all of them. I have noticed that towns in the zones seem to be clustered together though. Still I'm not truly concerned with map size as long as the content is there.
 
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RadioPatrol

Guest
I like the Ability to shift skill points and spells around in GW. your not locked once you make a choice and having your "own" Instance area is the best part IMHO .... no camping, KS'ing .... etc


Boy i wish Anarchy Online could do this for the outside world. You get missions (quest like assignments) but everything else is open :jameo:

AO is now into there 4th expansion pack, and to say the game world is huge would be under stating it ..... also for the time being you can still get a fr00b or free account and play on the original play field for free fr00b = free.

which is what got me hooked - plus I am more of a Sci Fi fan .....

http://www.anarchy-online.com/content/guides/manual/


one of the real downsides is you can get "Ganked" by some that has gotten PVP Enabled in and area and walked out to ambush unsuspecting players - Yes I have been ganked a couple times ..... some #######s hang out in certain area just waiting ........ but it has not happened in the last 8 months ...

the upside for me is the $ 95 a yr cost - comes out to less than half price over the $ 19.95 monthly cost ....... if you can pony up the 100 upfront.

you'd think with WoW making so much money with so many players they would have a better pricing structure

AO's Graphics are a little dated DX 7 still i believe but i can play 14 hrs straight.

on my older box, with an ATI 8500 Graphics Card Wow will blue Screen XP after 4-6 hrs of play - and most times whack my graphics drivers some how, that the ATI control panel does a rest freezing then game for 20 sec or so ........ but when I exit i and left @ the Game Resolution not my original desktop Resolution which means my DT icons are all shove into the upper left corner ........ :smack:
 

Gwydion

New Member
I guess your right. You can't really judge the amount of content in a game by the size of the map. Anyway...

I just started up with Half-Life 2: Deathmtch and CS. Anybody play those? I must admit I suck really bad at CS, but I am pretty decent with HL2:DM
 
R

RadioPatrol

Guest
Gwydion said:
I guess your right. You can't really judge the amount of content in a game by the size of the map. Anyway...

I just started up with Half-Life 2: Deathmtch and CS. Anybody play those? I must admit I suck really bad at CS, but I am pretty decent with HL2:DM


I did till my "Gaming PC" went tits up last yr ..... kill box MAP Rocks .....


i spent many hrs play Death match with Half Life .......

oh yeah I sucked as well online, i would host lan session against and sharpen my skills lol still a lot of fun though
 

AfterDeath

New Member
I really enjoy Guild Wars. I also have decided to give EQ2 another shot and was pleased to find that the game has changed a lot from when I first played it a few years back.

Guild Wars was always great for picking up and being able to play for about 30 minutes and feeling like I was able to get somewhere in it. I might have to load it up tonight and visit the old places again.
 

Lamini

Member
i played eq1 for like 8 yrs. did a cold turkey bout 8 months ago and sold my character for $2k to some canadian. just tried eq2, while it runs circles around eq1 graphics and playwise, its dead. eq was full of the hardcore raiders, eq2 seems so watered down and too easy, and while its an mmorpg, i rarely see more than 5 people in a zone. though that could be because ive been in level 20 for a month and dont have the playtime, and ive heard the raid game in eq2 is near dead
 
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