Articolul oficial de pe GW2.com. Click here.lol.. pe cat ma convinsese Tudy ca energia e un lucru bun, si acu le-au scos. Inteleg conceptul initial din spatele lor acum si pot sa zic ca parea solid ca baza de gameplay, dar tot eram de parere ca unicititatea lor ca 'potiune' scadea din optiunile posibile cu mecanica asta. Se pare totusi ca nu au renuntat la ideea de o resursa long term pentru a stabili 'dificultatea' unui engagement fara a muri per se. Nu e inca in joc si nu o sa apara la aces gamescom. Quote oficial:
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Energy
Skills no longer cost energy. This means energy potions are also gone. (Sorry to everyone who so vehemently helped us defend their existence.) In place of the energy-potion button is a new dodge button. This allows players to use the mouse to dodge and lets players bind dodge to a single keystroke. If you are moving in a direction, the dodge will take that into account and dodge in that direction. If you are not moving, you will dodge backward. Dodging now also evades attacks, making it a more effective and understandable way to avoid big creature attacks or to get out of AoE spells. Dodging is limited by energy, which regenerates over time.
We have a new long-term replacement for the other benefits that energy potions provided to our system, but since it is not in the game yet, we aren’t talking about it.
PS: As for skills.. se pare ca weapon skills se vor invata via folosind arma.. lucru care mi se pare dubios daca e pe termen lung, si doar o chestie care 'trebuie' facuta ca sa fii 'eficient'. Quote oficial:
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A weapon’s skills are now learned by fighting with that weapon. Because weapon skills are tied to weapon use, there is no reason to visit a trainer and make choices about which ones to unlock. Instead, it makes more sense to learn how to use the weapon by, you know, actually using it.
Se pare ca skillsurile normale se vor invata tot ala clasic GW, dar nu stiu daca neaparat numai de la skill trainers.
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Non-weapon skills are learned in a different way. The second half of the bar will be unlocked using a collection mechanic similar to Guild Wars. We want players to make fun choices about how they build their character, so the new systems will help promote this. Along with this, the player progression of traits, attribute-point spending, and skill tiers have been updated as well, but the final implementation is not a part of this build either. For this demo, the trait panel is disabled, and when the new system is ready, we will explain how it works.
Mai important, e ca structured PvP e gata de joc:
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Structured PvP is here, and it’s ready for players to try out on the show floor. We’re introducing our first map, the Battle of Kyhlo, a conquest map with siege weapons and destructible environments.