Nightfall
#17
Posted 27 July 2006 - 02:42 AM
GW should not be compared with .hack. I played .hack a bit but it was really quite repetitive. (Thankfully, I didn't buy those .hack games.) GW has quite a lot of story-based, single player questing and have a lot of replay value just cause you can create new kinds of characters, change professions, change skills, change builds, play a lot of PvP, make shiny new armors, etc.
With each GW game, you get a completely new story, a new continent, 2 new classes, 2 new char slots, and new shiny armors etc... So I guess what I'm saying is that each game could almost be a completely different game, except it can all be tied together so you can mix and match.
Imagine if they made a Futuristic continent as a GW expansion... It would even work with thier current game system. Extra futuristic classes... visiting Tyria? lol...
With each GW game, you get a completely new story, a new continent, 2 new classes, 2 new char slots, and new shiny armors etc... So I guess what I'm saying is that each game could almost be a completely different game, except it can all be tied together so you can mix and match.
Imagine if they made a Futuristic continent as a GW expansion... It would even work with thier current game system. Extra futuristic classes... visiting Tyria? lol...
#18
Posted 27 July 2006 - 05:05 AM
My biggest beef is just having to shell out 50 for each game itself if I want to keep up-to-date on what the game does. I wasn't comparing GW to .Hack in gameplay, either. I was talking about in how it was sold. Whereas it is completely feasible to have just made 1 .//HACK game, but they made 4 seperate. Which would cost a net total of $200 each.
With GW, I get frustrated at having to purchase an entirely new game to stay on the same level with other people. Since if I chose to get Prophecies when Factions came out, I'd be left behind in gameplay because everyone would be busy with that.
I'd much rather pay a monthly fee for a single online game where new armor/character slots/extra features/quests are added over time and everyone is still in the same game. Unlike GW where the updates/new game(Whatever you want to call it) is an extra $50.
But you have to consider. I'm always tight on money, and don't always have the spare cash to blow on a game to keep current with my mateys. (If I'm doing something, they have to come to me and I always seem to prohibit them from doing what they want.) GW is a good game, yes. But the need for new and improved games just seems like a wasted step.
Bed.
With GW, I get frustrated at having to purchase an entirely new game to stay on the same level with other people. Since if I chose to get Prophecies when Factions came out, I'd be left behind in gameplay because everyone would be busy with that.
I'd much rather pay a monthly fee for a single online game where new armor/character slots/extra features/quests are added over time and everyone is still in the same game. Unlike GW where the updates/new game(Whatever you want to call it) is an extra $50.
But you have to consider. I'm always tight on money, and don't always have the spare cash to blow on a game to keep current with my mateys. (If I'm doing something, they have to come to me and I always seem to prohibit them from doing what they want.) GW is a good game, yes. But the need for new and improved games just seems like a wasted step.
Bed.
Overwhelmed as one would be, placed in my position.
Such a heavy burden now to be "The One".
Born to bear and read to all the details of our ending
To write it down for all the world to see.
Such a heavy burden now to be "The One".
Born to bear and read to all the details of our ending
To write it down for all the world to see.
#19
Posted 27 July 2006 - 12:00 PM
You don't need to have the extra expansions since they don't necessarily make you more powerful. And if you have a tight budget, wouldn't paying monthly just be as bad? I only have Prophecies right now, and I haven't felt any inferiority to people who own Factions.
Expansions are completely optional in GW, and the best part is you can take your time enjoying each one because you're not paying monthly. If you're the kind of person who just has to have them all, then you'll have a problem.
I think GW being episodic is a good deployment style for this type of game. The company can keep making new expansions which can get new players to join, while keeping thier old server costs paid for. This can generate either new people buying old expansions, or old people buying new expansions. This keeps the game/company alive and can still provide for the people who only own one game.
If they would only sell this game once, it would, first of all, limit the amount of available content in the game. (With the current style, they can make infinite expansions) If they made this game with a total of 5 continent areas, the price would be about $250 and they would still have to ask for monthly fees. Because once you buy the game they would no longer have any income to pay for the server costs. Plus imagine how much time they make new expansions - if they make one single game with all the content they wish it to have when complete, then you might have a development time of 5 years.
Finally, whos to say they won't release a complete (core set + all expansions) game sometime soon? So you might be able to buy a $200 complete set sometime soon.
Expansions are completely optional in GW, and the best part is you can take your time enjoying each one because you're not paying monthly. If you're the kind of person who just has to have them all, then you'll have a problem.
I think GW being episodic is a good deployment style for this type of game. The company can keep making new expansions which can get new players to join, while keeping thier old server costs paid for. This can generate either new people buying old expansions, or old people buying new expansions. This keeps the game/company alive and can still provide for the people who only own one game.
If they would only sell this game once, it would, first of all, limit the amount of available content in the game. (With the current style, they can make infinite expansions) If they made this game with a total of 5 continent areas, the price would be about $250 and they would still have to ask for monthly fees. Because once you buy the game they would no longer have any income to pay for the server costs. Plus imagine how much time they make new expansions - if they make one single game with all the content they wish it to have when complete, then you might have a development time of 5 years.
Finally, whos to say they won't release a complete (core set + all expansions) game sometime soon? So you might be able to buy a $200 complete set sometime soon.
#21
Posted 27 July 2006 - 04:09 PM
Finally, whos to say they won't release a complete (core set + all expansions) game sometime soon? So you might be able to buy a $200 complete set sometime soon.
Now you see, I think that's a neat idea. I'd totally roll out the full amount for all games at once than having to wait for it.

For the rest of it, the monthly fee thing, I'm happy GW doesn't require a monthly fee, yes. It kinda cancels itself out on either side, I suppose.
1 game that takes a monthly fee and recieves updates.
Many seperate games that are free.
QUOTE
You don't need to have the extra expansions since they don't necessarily make you more powerful. And if you have a tight budget, wouldn't paying monthly just be as bad? I only have Prophecies right now, and I haven't felt any inferiority to people who own Factions.
I was speaking on personal experience.

QUOTE
I think GW being episodic is a good deployment style for this type of game. The company can keep making new expansions which can get new players to join, while keeping thier old server costs paid for. This can generate either new people buying old expansions, or old people buying new expansions. This keeps the game/company alive and can still provide for the people who only own one game.
Episode releases are neat, yes. It just coes across as a hassle to -get- the next episode.
Overwhelmed as one would be, placed in my position.
Such a heavy burden now to be "The One".
Born to bear and read to all the details of our ending
To write it down for all the world to see.
Such a heavy burden now to be "The One".
Born to bear and read to all the details of our ending
To write it down for all the world to see.
#22
Posted 29 July 2006 - 02:17 AM
Well the PvP event thingie is underway... I'm too scared to PvP with chars I'm not familliar with so I just checked the skills and strategies for them.
Dervish - uses scythe (always attacks in an area - seems fun for PvE mobbing?), has a lot of conditions that affect an antire area. (80 earth dmg when skill is used, then a condition when the enchant ends) Then there are some enchantment skills that can disenchant yourself to force the conditions etc. Also has anti-condition skills. Has an attribute that automatically gives you health and energy when an enchantment expires. I think you can keep yourself alive just by going through enchantments because they will regen your health and energy, all the while giving your enemy a lot of conditions and splash earth damage.
Paragon - has some healing, can use a spear (I think he throws it in range) theres a lot of party buffs. (haven't tried this class yet)
The in-game skin has changed again. I think it makes GW look like it has a nice fresh coat of paint. The options menu is different, theres a GW store (you can buy the game or char slots), and the target's cast bar is now colorful. I think its easier to read and see now but thats just me.
I like the new classes... even more than the Factions classes at least.
Dervish - uses scythe (always attacks in an area - seems fun for PvE mobbing?), has a lot of conditions that affect an antire area. (80 earth dmg when skill is used, then a condition when the enchant ends) Then there are some enchantment skills that can disenchant yourself to force the conditions etc. Also has anti-condition skills. Has an attribute that automatically gives you health and energy when an enchantment expires. I think you can keep yourself alive just by going through enchantments because they will regen your health and energy, all the while giving your enemy a lot of conditions and splash earth damage.
Paragon - has some healing, can use a spear (I think he throws it in range) theres a lot of party buffs. (haven't tried this class yet)
The in-game skin has changed again. I think it makes GW look like it has a nice fresh coat of paint. The options menu is different, theres a GW store (you can buy the game or char slots), and the target's cast bar is now colorful. I think its easier to read and see now but thats just me.
I like the new classes... even more than the Factions classes at least.
#23
Posted 29 July 2006 - 11:16 AM
Mm-hmm. These new classes are very interesting.
Paragon, with it's warrior-like 80 AR and it's chants that almost always affect an area makes it seem like a commander, giving out chants like "They're on Fire!" to likewise tell people that the person burning is indeed flamey, and then getting some sort of positive effect for actually realising that.. And with the spear being long range, I feel Paragon is going to be the new puller in the group.
Dervish are fuuuuun. You get a scythe, slow, but more powerful than hammers. You can basicly use almost any of your moves to enchant yourself, and other moves to heal you and the like when they end. Even their close range AoE skills are enchants.
Paragon, with it's warrior-like 80 AR and it's chants that almost always affect an area makes it seem like a commander, giving out chants like "They're on Fire!" to likewise tell people that the person burning is indeed flamey, and then getting some sort of positive effect for actually realising that.. And with the spear being long range, I feel Paragon is going to be the new puller in the group.
Dervish are fuuuuun. You get a scythe, slow, but more powerful than hammers. You can basicly use almost any of your moves to enchant yourself, and other moves to heal you and the like when they end. Even their close range AoE skills are enchants.
#28
Posted 03 August 2006 - 10:06 AM
Wasn't much to see anyway, what'd you expect from a PvP weekend. It's just the same as PvP everyday, except you saw 70% of the people on the new classes.
#29
Posted 08 August 2006 - 10:32 PM
Some more information from EBGames about Nightfall (assuming it's correct):
QUOTE
• Customizable Heroes (party NPCs) that level up with the player, follow player instructions in combat, and use armor, weapons, and skills of the player’s choice.
• A new game type, Hero vs. Hero Battles will allow a single player to participate in PvP with hero NPCs.
• Two new professions: The Dervish, a scythe-wielding holy warrior and The Paragon, the guardian angels of the Elonian people.
• 4 new guild halls.
• 300 new skills.
• 250 Quests, 55 explorable areas, 20 new Story Missions, and three new Challenge Missions.
• Peerless online RPG action with no monthly fees!
• A new game type, Hero vs. Hero Battles will allow a single player to participate in PvP with hero NPCs.
• Two new professions: The Dervish, a scythe-wielding holy warrior and The Paragon, the guardian angels of the Elonian people.
• 4 new guild halls.
• 300 new skills.
• 250 Quests, 55 explorable areas, 20 new Story Missions, and three new Challenge Missions.
• Peerless online RPG action with no monthly fees!

