If its as responsive as WoW then its gold. That and has no channeled abilities as melee classes (not mentioning any names) >.>
Each time I see a thread title containing “Beta” and exclamation marks, my pulse is reaching critical levels. But when I open and see what it’s actually about, I die a little inside… Might as well go and kill myself before I die of disappoint.
OT: When Total Biscuit says the game feel really nice, I believe the game feels excellent. Also, I’ve never heard of anyone who has tried the game that think it feels awkward.
Whirling Axe but you can always move and steer etc. during those abilities, and whirling axe is one of the cooler warrior abilities imo.
Combat and UI is extremely fluid, the way skills queue before, after, and during their animations is just flawless imo. I played the demo at PAX and this was even way before beta so.. it can only get better right? However I don't know how they would do that First mmo I have played that can even compare to WoW's controls and UI instead of all these copy pasta clones with shitty controls like rift, swtor, etc.
Well you don't see any tigers around, do you???
In all seriousness though, if an NDA is working properly you're probably not hearing about all the potential leaks it's preventing. You only hear about the times an NDA fails. So any leaks you see about a project under an NDA are going to skew your perception, since you don't see anything when the NDA is working as intended. What if ArenaNet hadn't told anyone other than a select group of press that a closed press beta was even going on right now? You wouldn't even be asking this question :P
I wouldn't call WOW animations "smooth", at all. it's jerky, and unconnected. I think the words people are looking for are "immediate response". You press a button in WOW, and you immediately see it happen on screen. This is certainly a problem I have with SWTOR - I press a button, and the animations take so long to both start, and to finish. I don't mind abilities having a charge-up time (like on my Sage in SWTOR), but the beginning of the animation should be immediately visible... and sometimes it's not.
I would probably play rift, swtor, and many other games if the controls were just much more similar to WoW as the poster above me said they are just not as responsive and do feel sluggish. I hate that, it literally makes or breaks a mmo for me.
I am so glad Anet gets that and have made a fantastic game with very responsive controls and cool slick UI. Also I have a feeling they are going to work on UI even more, what we've seen won't be the final outcome in my holy opinion even though it's great already.
OT: 5 more days, then this forum and news sites are going to be "leaking" like the Niagara Falls!!! Prepare your anuses for more GW2 information than it can handle!
This was already posted in pg 1 of this thread but i'll post it again, combat begins at 4:45 into the video. But keep an eye on the channeled/casting abilities. From what I understand with alot of people are telling me, you can actually channel/cast while moving. You can actually see this on some of the moves he does throughout the video.
"Loss of blood... My only weakness!"
~ Warlord Khan, Magicka
Anyway, if you don't already see where I'm going with this, allow me to spell it out: the only meaningful MMORPG "endgame" -- i.e., something novel to do after the progression process is over -- is that of the sandbox.
I played a Charr warrior for 40 mins at the Eurogamer Expo at earls court last august.
My expericances up to that point with MMO's had be warcraft, i tried to play it like warcraft i almost died.
To me it felt more like playing witcher 2 except a little bit more quicker and versatile as i was able to swap to my bow and use these aoes and things when i got some range (in witcher 2 you ustop and pause when throwing daggers or magic, i was having to run). The combat felt fluid and responsive, it did not feel cluncky at all, the demo got me realy hyped and so i bought the trilogy and eotn. i played guildwars afterewards, that felt cluncky and very much different to what i had played and seen.
I'm playing 2 characters on gw a warrior and an elementalist they realy did not feel or look like their gw2 counterparts.
It did feel a little weird having dodge on an energy meter, for example in witcher 2 thats not the case and you can role to your hearts content but it did make it difficult and kept the pressure up, along with the button 6 heal, furiously pressing that always on CD
As i said i went in with my wow mentality, which as i was playing a melee character, run into melee range and slug it out using my abilitys. As i said before i almost died, infact i may have done i'm not so sure, it was all so much to take in in such a short time, it was 3-4hours standing in a que and i hand't had breakfast or lunch :/
It seemed from where i had gone that i was not restricted to where i could go, i could jump on and over things something which i have noticed you cannot do in GW, untill i went into part of the Charr city, it was very spikey and metallic black/red colouring, i started and instance from that place as it was part of my quest.
The interface to my memory i only experianced the use of the map, and the inventory screen and i do not remeber having any problems with them otherwise it would have stuck out as a negative part of my experiance.
The questing seemed different, a bit like wow (now a days not 4 years ago) with the quests being noted on the side of the screen but i didn't need to complete whole parts of the quest just fill this quest experiance bar. So i did the quest and varied in what i would do, i think it was something like, pick up x amount of this/kill that, do something else at this thing that looked like a forge....pick up tools or something?
The cutscenes seemed very good, and character customization was very overwhelming so much to read and very concious of the time limit. I do recall one girl sitting there for a full 20 mins making her sylvari character
Overall i left excited and wanting to play more, just to cap things up, i found it fluid and responsive, the warrior felt like a versatile fighter, being able to switch from ranged to melee very quickly, i do remeber have some power up attack that was very very good, flaming arrows or something, it was like playing an action rpg except i was clicking/hotkeying for use of attacks in real time, as i said like witcher 2 but with a 10 key hot bar.
I guess if you havn't played witcher 2, you could compare it to any action game where survival is based on how quick the players actions are opposed to standing still and relying on statistics and constant heals and the melee combat seems to have more "swing" with it you won't realy get a "not in range cannot attack" message a miss is when the character phyically moves out of your swing.
One more note on swings, the attacks seemed to hit multiple opponents with one swing as long as they were infront of my sword strike, it also seemed to hit from a further distance than i would have thought i could hit and a wider tange too.
I hope my comments help