You don't get to decide that. Saying "get over it already, jeez" is rather "loud" on your part.
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Each chunk seems to be completely customizable in its shape, so a dungeon would probably reveal one room at a time, depending on what the designers want to do. One reason a huge chunk of the map is revealed in the video is because he crossed the corner of two chunks really quickly. I think they should probably make you go more towards the middle of a chunk before revealing it, that way you both find yourself always traveling a little into the unknown (which seems fun) and the other is it prevents you from stumbling upon the four corners of four huge chunks and suddenly revealing the whole map.
Another thing I hope is only field maps do this and that dungeon maps require doing a quest that forces you to some how explore the dungeon a little before you ever get the map. Hopefully something more interesting than coffer keys like in FFXI, but it doesn't really have to be.
Oh yeah it's definitely a matter of timing. In GW2 some of the NPCs get ridiculously annoying because they're on a one minute loop. I figure 5 minutes is good enough. hell, if not voice acting for a particular NPC, then they could throw in background chatter, grunts, laughter, crying, etc. This way they don't have to record new voices for each language. It's these small things that could add "life" to towns, cities, and any other populated areas.
Looking at the video, I feel like they designed a gorgeous town, designed NPCs, and just threw the NPCs there without really taking into consideration the sort of mood they would set.
I just don't want to visit towns and run through them. I want to be able to walk around and feel a sense of life in the towns.
The game world looks beautiful, and I love what they did with the music. You'll notice that at times in the video, no music is playing, but when you enter a new area, the music subtlety begins to play. It's small little details like this that help bring immersion into the game. It looks wonderful!
But I have to agree with some of the posters here that some of the animations need polishing in which it is my hope Square gets around to doing. I think they need to have those "momentum" animations people have been suggesting, and at least give an option to toggle the camera rotate feature the ability to rotate the camera without rotating the character at the same time. It doesn't seem to make sense that the character is just spinning in place and not moving their legs. I know Square is trying to achieve some level of realism an quality into their world. I think this fits into that catagory. Nit picking aside, again, I think the game is looking amazing. I can't wait to start playing it :)
Area looks 100x better than old Grid, but i'm still worried there has been no show of unlocked camera. That's kind of a deal breaker for me. Also still the same spinny character movements.
very nice, cant wait
So in summary,
- Jump is okay, just avoid over-use in these walkthrough videos.
- Camera Lock on character needs to be toggled off for these walkthrough videos.
- Map is cool, just that the revealed portions are too big.
- Lack of character inertia is jarring.
Feedback done.
OH the anticipation looms.. everything looks awesome and the exploration with how there doing the maps is great. The water fall thing was cool and that one area through the gate in like a small dungeon looking area was scary..
lots of BS in this thread too... I absolutly love the fact that i can jump over the obsticles that i could not in 1.0. As for the jumping in the video get over it people... It makes me want to search all you jump haters out cross servers and show you my obsessive compulsive jumping disorder for a few hours.