Tretji intervju se dotakne Guild Wars 2 boja oz. combat sistema, kombinacij med skili in poklici, environmental orožij ter pojasni razlike balanca novega sistema v primerjavi s prejšnim.
VečZAM: It seems the combos will be very difficult to balance. What happens when a monster is faced with five different characters all shooting off combos that lead to some supernova explosion of awesomeness?
Cartwright: That was one of our biggest hurdles at first. In Guild Wars 1, we came up with so many ideas that we realized we’d created a system that allowed us to create a whole variety of possible combinations, but each time we added something it just expanded the matrix of possible combinations even further, and thus the balancing that we had to provide on those skills that we created.
Going into Guild Wars 2, we wanted to figure out a way to make the entire gamut easier to balance. It’s one of the reasons why we’ve limited the scope of the skills that we allow players to use.








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GW2 izid 28. junija?