From Guild Wars 2 Wiki
Jump to navigationJump to search

static and non-static, kits i.e. bundles that disappear when dropped, which include the conjure weapon conjured into the player's hands, some more about skill challenge objects, landmarks, and specific objects like the books and statues that contribute to lore.--Relyk Christmas sig.jpg talk 04:39, 28 December 2012 (UTC)

Object Discussion[edit]

More on the conversation started here.

I am thinking of being bold and just attacking this part of the wiki, but I wanted to give some idea of what I am thinking.

  • Two super categories for interactive items, not sure of names. One for objects that advance the game somehow like enviromental weapons or resource node. One for items the add to the flavor of the game like books and statues.
  • New Category Destructible Objects divided in to two sub categories: Passive and Aggressive. (I think most Renoun Heart objects will fall into here and that category might be removed.)

I will most likely start on the outer edges of this idea and work towards this page. Not sure if what I propose is even possible, but I wanted to have some discussion in this area. Yoe Dude 22:24, 28 January 2013 (UTC)

For my Super Categories I'm thinking of "Static Interactive Objects" and "Dynamic Interactive Objects"... I need maybe 2-3 more images then I'll be editing pages. (I don't think we need these divisions to be actual categories, just trying to keep my naming consistant.) Yoe Dude 17:38, 30 January 2013 (UTC)

Object Discussion II[edit]

After much research I have discovered that objects are really quite simple. They can be easily grouped and described. All have yellow text in game.

  1. Interactive objects
    1. Text objects (Player interacts with object and it opens a text window.)
      1. Books (most)
      2. Gravestones (most)
      3. Skill Point Objects (most)
      4. Statues (most)
    2. Reward Objects (Player interacts with object and receives an item in their inventory.)
      1. Resource Nodes
      2. Reward Objects
    3. Bundle Objects (Player interacts with object and their skill set changes.)
      1. Environmental weapons
        1. Multiple Use
        2. One Use
      2. Non-combat bundles
    4. Quest Objects (Player interacts with object and furthers their story or an event.)
      1. Foe Spawning Objects
      2. Quest Objects
  2. Destructible Objects (Player uses combat skills to destroy the object.)
    1. Foe Spawning Objects
    2. Passive Objects
    3. Ranged Attack Objects

I have noticed 3 types of yellow text. The normal object the text is visible holding <Ctrl>, and will not show unless you are close and look directly at it. One different type is visible at all times once you approach within aggro range. A second type is visible only if you are directly next to it.

There also is the "sparkle" effect. This appears at times on objects and I know basically what it means, but perhaps some-one has a better grasp on this game feature or can link me to the correct page.

This post is a request for help in naming conventions and other folks input. I don't wish to make up terms that don't apply and I'm sure I have missed something here. I didn't link examples but can if folks need them, I'm just happy I finally put this all down into words. Yoe Dude 01:39, 14 March 2013 (UTC)

Bundles are significantly different that they shouldn't be considered objects. Animals are NPCs.
Otherwise, I basically see there being 2 types: interactive and destructible. What you list separately as text, reward, and quest objects are all just different forms of interaction. —Dr Ishmael User Dr ishmael Diablo the chicken.png 01:49, 14 March 2013 (UTC)
I agree on the bundles, some bundles (i.e. kits) are even unrelated to objects. I don't know if we're going to implement them in the object infobox or create a separate infobox.--Relyk ~ talk > 03:38, 14 March 2013 (UTC)
Sorry it took so long to answer, I think I caught the flu and haven't been feeling well enough to think clearly.
Animals I first included just because they had yellow text, but I agree they are not normally objects, they just start out that way. The rule here is all objects have yellow text, but not all things with yellow text are objects. No worries I removed them from the list. (which I edited)
Bundles, perhaps I chose the wrong word there, I was mostly concerned about environmental weapons. This is an area I have no real desires to work on, I don't think I make the best pages here since I can never find the right "skills" they use for combat. I think this may be like books, notably the books that can be used as back slot items. Bundles like that should be using the red item infobox. I'll leave bundles alone for the time being.
I also and having some issues with quest objects. The chain is "interact with object, get item, give to a NPC". I figured out the gives part of the infobox, just I don't make good item pages, and I have no idea how to make the .png files that are the images. And many of these objects give you things with shared names. Should I make a stub page and call them "Whatever (item)"?
And lastly, why did I make this post? Two reasons, first to keep things organized in my mind for my personal use. I know if it's a quest object, I need to include on its page what quest it is a part of, and so forth. And that leads us to the second reason. I have found the object infobox page, but there is no full template for object showing the rest of the pages info like location and the correct order to put things like that. In my above usage I currently would use == Involved in == to head the quest info, don't know if this is right or not. I hope to make a template this weekend and I will post that here once I have it complete for other folks input and error correction.
I guess I shouldn't worry about the three types of yellow text I found, but I think the "Sparkle" effect is worth noting somehow, again I don't know the correct term for this. Yoe Dude 20:19, 16 March 2013 (UTC)
If there's a gear, you can interact there. If it moves, then it disproves.--Relyk ~ talk > 20:28, 16 March 2013 (UTC)
Not sure if I like the "gear" rule but it may be true for interactive objects. Destructible objects don't show a gear and I've seen two other objects so far that also don't, but I'm not sure yet if those may also be destructible or not since my guy has completed that heart quest in this area. See Training Dummy. Yoe Dude 21:27, 16 March 2013 (UTC)
Siege weapons are interactive and destructible, they are also stationary bundles ^^.--Relyk ~ talk > 21:40, 16 March 2013 (UTC)

Cannot crit against (some or all?) objects[edit]

I mentioned in Talk:Risen_Rotmouth that crits can't happen against those particular objects. Is this a property of just those Risen Rotmouths, or of all objects? It seems worth mentioning it in Notes here if all objects behave this way. Morgaine (talk) 10:09, 13 February 2014 (UTC)

All objects, hence why world bosses are considered objects, although they are a type of object affected by conditions.--Relyk ~ talk < 10:31, 13 February 2014 (UTC)

Object Aggro[edit]

It says that attacking objects draws no aggro, but the Risen Rotmouths/Fish in Winterknell Labyrinth chain aggro (if attacked) other Risen nearby in a notably large radius. It makes getting to the skill challenge solo a pain, as you tap the fish to stop them firing at you, and it pulls any nearby, even through walls. I aggro'd and died to a Veteran after barely surviving several other Risen because of this. 23:54, 18 May 2015 (UTC)