I Put An Iteration Inside Your Iteration So You Can Iterate While You IterateMarch 9, 2011 at 4:07 am | Posted in Guild Wars 2, mmorpg | 10 Comments
Tags: Guild Wars 2, MMO, mmorpg
Arenanet has put up another post on their blog, this time concerning both their iterative process and how they came to their current attribute system. It’s an interesting look at the goings on at their studio, but we’ve seen them talk a lot about it previously so it’s not surprising.
I mean come on Arenanet, we get it. Nothing is ever good enough for you!!! *cries*
I guess it is surprising, a little, that since September they’ve changed their attribute system once again. On a slightly negative note, it is disconcerting to see that itemization doesn’t appear to be fully worked out yet.
On a positive note the new attribute system seems both simple, and complex enough that it will make itemization interesting.
- * Power—increased attack damage.
- * Precision—increased critical strike chance.
- * Vitality—increased health.
- * Toughness—increased defense/armor.
The complexity comes in when you take into account a lot of the strategic thinking Guild Wars has been known for. Debates still rage today as to whether more health or more armour are the proper runes to put on your gear.
The debate in Guild Wars 2 seems to become, Vitality versus Toughness.
Toughness helps a character deal with pressure, reducing the damage from numerous small hits and giving him more time to heal or use a defensive skill. While toughness does reduce the damage from large hits, it’s overall less effective than vitality in doing so. Vitality increases your health, allowing you to absorb a large blow and still slink away to recover. It also protects you from effects that ignore armor, such as conditions.
It’s very much akin to the age old GW argument of survivor runes vs various armour runes.
On a personal level I’m not sure how I feel about the attribute system. It’s one of those things I guess. I won’t be able to gauge just how well it works until I actually play the game. The only thing I’d like to see is a system complex enough to require at least some finicky meddling and adjusting to get just right.
I don’t think I’ve changed most of my runes in Guild Wars in literally years. There’s got to be something wrong with that right?
It’s a big split from the seemingly more traditional take they presented us with not so long ago. It’s intuitive, even though it diverges from standard MMO mechanics like dexterity, strength, wisdom and endurance. Well, slightly anyway. Dexterity and precision? Strength and power?
They also altered a bunch of other stuff we’ll see in the demo.
We changed the necromancer skill Grasping Dead to be a ground-targeted AoE spell because it was hard to hit in its original line-of-attack form. We moved took necromancer’s Shadow Fiend off the Death Shroud skill bar, making it a utility skill and creating a new skill in its place. The elementalist skill bar has been reorganized and the skill effects themselves have been tweaked. We also went through a major revision of the warrior’s rifle skills, making Rifle Butt daze your target but removing the backward roll, removing Penetrating Shot entirely, and changing the effect of the primary adrenaline skill.
Lots to look forward to at PAX. Almost too many videos and interviews to take in now. Especially since I’m playing 2 or 3 or 4 games right now.
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