Kyrel Ruth
New Member
I read the books as well.. and THAT never entered my mind. I just thought of them as close as siblings.
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I read the books, and I didn't take Caithe's thing as a lesbian relationship. It just seemed to me that ALL the Sylvari are tight-knit. (I had the impression though that they were born in groups that had sibling-like qualities...
I agree with you, never once was there any kind of relationship of any kind other than 'pod mates' (for lack of a better word) between Caithe and Faolain.
..."Just like you."
In fact Faolain and Caithe were nothing alike. Faolain's hair was jet-black, as were her nails and her eyes.
They had been that way from the moment the two women emerged together from the Pale Tree...
They were dear to each other and set out together to explore the world. But Caithe's spirit had grown straight and true like a young tree while Faolain's had grown twisted like a poison-ivy vine.
[from Edge of Destiny pg. 2]
Faolain does mention love a few times throughout the book (pgs 251 & 317); but I understood it as sibling love mainly because Caithe never mentions anything between them.
This is "brotherly love" that is implied in my opinion.
Do sylvari have romantic relationships?
Sylvari fall in and out of love, just like other races do. They have a romanticized view of devotion, and they’re curious about passion in all its forms. There are male and female sylvari, but none has ever produced a child as other races do. Because of this, traditional human-style gender roles have no meaning to sylvari, either in their society or in their romantic relationships. Often, a sylvari’s ardor is expressed with courtly zeal—emotional, empathic, personal—and is not necessarily defined by gender.
Skills no longer cost energy. This means energy potions are also gone.
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.
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.
...newly prolific karma vendors.
All of the big, giant bosses have improved; from better cameras to view them to new things we can do with their skills, we have tried to make fighting them a more epic and spectacular experience.
We have technology to adjust body types, allowing for stocky, skinny, and muscular characters. Each race has its own unique set of options, including charr horns, norn tattoos, and asura ears. There is a large variety of faces and hairstyles, and you can even customize facial features, including five sliders just for your human character’s nose!
Great news imo.So why do we do all of this? We do it to improve upon all aspects of the game that we feel need it. We’re always focusing on making our combat more visceral, our events more dynamic, and our stories more personal. How long will we keep doing this? Until it is ready—and then some.
- Pickup Tournaments: These single-elimination tournaments wait for 8 teams to join before starting. Once they start, they go through 3 rounds of eliminations, with winners receiving qualifier points.
- Monthly Tournaments: For monthly tournaments, you'll need a certain amount of qualifier points to join.
- Yearly Tournaments: These grand tournaments feature the winners from the monthly tournaments slugging it out for the right to call themselves the best PvP players of the year.
- Player-Run Tournaments: These tournaments will be customized by players, allowing for great flexibility and unique bragging rights.
The way that it [Structured PvP] works is that you’ll go to that PvP map and you open up the server browser, and it will show you a list of servers. It’s entirely possible that we’ll have some servers that are maybe restricted by how much Glory you have or something like that if we feel that we want to have some beginner servers.
But the basic idea is that you can hop onto a server similar to an FPS, and if it’s like, wow, everyone is super pro on this server you can always leave and find a different server. So you can try and find a server that maybe fits your play style, or other players you like playing with. Or if you get onto a server with a bunch of jerks, you can always just quit out and go find another server.
We haven’t talked that much about our guild activities and things like that, but we want to have systems so guilds have reasons to play together, and we’ll talk about that once we have more of it developed. But guilds in our game are going to be all about social networking and giving them reasons to play together, but not forcing them to do anything.
Crafting stations can be found in cities and major outposts around the world. A woodworking bench is used to saw logs into planks, while a sword is created at an anvil. When interacting with a crafting station, you are presented with an interface through which you can combine up to four types of materials. When the correct items for crafting an item are added to the interface, the resulting item can be crafted.
If you haven’t previously crafted that item, you discover the recipe for that item, allowing you to easily view the correct combination to recreate the item. Some basic recipes are automatically learned by characters, but the recipes for most items must be discovered by the crafter. A few recipes can only be learned from a trainer or from drops in the world.We decided to go with a discovery system for learning recipes so as to allow crafters to distinguish themselves. When there is a static list of recipes learned from a trainer, every character with that crafting discipline is the same. However, with a discovery system, players that spend time and effort on their crafting disciplines have a way to distinguish themselves.
Leveling up your crafting skill uses an experience system—each item you craft is worth an amount of experience. There are 400 skill points in each discipline, though crafting items will often give multiple points worth of experience. Our intent is that you should never have to make something you consider worthless while leveling a crafting discipline.