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BitBrushStudios

I'm sorry that is not Ron Swanson. That is George Lucas

#2 - I can't even read those words without getting a little misty eyed

yea the GW2 were not the first to come up with the ideas either lets not get in a who did it first fight between who just did some thing and who just did it before when the idea is being done the 5th+ time. It's not about the parts it's about the sum of those parts. You don't look at Lego and say some one has built

Which isn't currently really a thing.

I really like how Guild Wars 2 is becoming the framework for recent MMOs. Neverwinter, Wildstar, they are all taking elements from GW2. Similar to how every MMO used to take elements, if not completely copy, World of Warcraft. Guild Wars 2 has shown us that there is still things you can do with the genre, WoW is not

GW2 does not have parkour. It just has Structures you can jump on. That combined with the Double jump and sprint is more similar to Wildstar than GW2, but the Parkour in EQN entails the ability to clamber up walls...grab ledges and pull yourself up...etc. which is beyond both GW2 and Wildstar.

I wouldn't say the parkour system is inspired by GW2. Jumping puzzles, sure, but climbing and double jump? Not so much.

Edit: Needless comment, judging my the 3000 that said the same. That said, I enjoy GW2's jumping puzzles.

LOL the characters in Guild Wars 2 are sluggish as slugs compared to even older games like Tera Online. Trying to turn and back up in GW2 feels like you're underwater. So definitely NO parkour in GW2... heck it barely has normal human walking down the street movement speed.

It also seems to be "flattering" that Kickstarted game "TUG" or whatever it's called. That one definitely seemed like the first to employ voxels in this way where it makes it look a lot more natural and then use it in a massively multiplayer environment.

I'd disagree that GW2 put a large focus on movement, even. It's standard movement. Exploration's been in MMOs since they've been created, and you could argue that flying mounts in other games provided the vertical sense of exploration, or even the flying system in Flyff.

I personally didn't like Guild War's maximum of 8 abilities at a time. I felt like it simplified gameplay too much and there wasn't enough variety in spells in abilities that you could use at any given time. It was like each class had access weapons that each had 1 short range attack, 1 long range attack, 1 AoE

I just assumed you were purposefully making a clever play on the word "foul" and phrase "crying wolf" by saying they were "crying fowl."

Wildstar is also coming soon, definitely interesting.

Guildwars doesn't have parkour. It has Jump from small object up to next small object. When you play it, it feels like WoW's jump mechanics with just a goal at the end of a series of jumps.

ah yes, having half your skills being preset by your weapon works so well....oh wait a sec. its a huge bummer in case of customization and makes half your skills about as unique as the next guy....erm.. drone. not a fan...

The movement thing isn't really GW2-esque at all. Movement in GW2 isn't that far off from other MMOs (in fact, double jump isn't even in GW2, but it's going to be in WildStar). EQ Next seems to be talking about actually changing the way movement works in MMOs, not just adding jumping puzzles and vistas.

Course the question is the pool you get to choose from. Do weapons have a library of abilities, restricted to 4, or 4 fixed?

Eh, wouldn't go that far

Agree with you 100%. am I the only one that doesn't like double jump?

"A similar system used to great affect in Guild Wars 2."
^^ You use the word "effect" in sentences like this because "affect" is strictly a verb.

"I'd be pretty inclined to cry fowl"
^^ You use the word "foul" in sentences like this, because "fowl" means "bird that is commonly eaten by humans" (though upon