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11/24/11 7:32:51 AM#121
Originally posted by FlawSGI You might find this surprising, but some people like debating. It's healthy for the mind, keeps us active. Never did I even state if I'm getting Guild Wars 2 or not. The point of these discussions is to bring out different perspectives on facets of the game and see if people can come up with meaningful arguments to defend their position or to understand and agree with the views of others. |
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11/24/11 7:34:01 AM#122
Umm, Fozzik.... so your solution is to make every class and every race the same then? ...is it? So actually...whatever class you choose it will all be the same? Wow...this really makes me feel like im in a roleplaying game...
No, not all has to be the same....just the goals have to be different....then we will understand and like the diferences that have been with any roleplaying systems since the beginning... But sure...you want actiony watered-through MMO's...knock yourself out....I'm sure the developers wont dissapoint you...
Personally if I want to play an action game...I go do that...
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11/24/11 7:34:44 AM#123
Okay, let's try and break it down even further to perhaps get through to you. Answer this question, please. Which provides MORE content, and a MORE diverse experience...having all content below your level become trivial, or having all content continue to be viable and available regardless of level? Level scaling doesn't improve replayability. You're confused again. It improves playability. It increases the amount of new content available for the player to experience, and gets rid of the possibility of missing out on content. You can literally play every single dynamic event in the game with a single character, without worrying about hitting everything in a linear, fixed path. The personal stories and the diversity of events and classes offer the replayability. |
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11/24/11 7:35:22 AM#124
You didn't understand my post. Maybe read it again? |
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11/24/11 8:01:17 AM#125
Originally posted by Fozzik
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11/24/11 8:08:07 AM#126
Originally posted by Fozzik
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11/24/11 8:31:15 AM#127
Originally posted by stealthbr So your argument is that MMORPGs have to have shit content because that's a feature of MMORPGs, so that artificial incentives about increasing power is the only way to justify playing them for any period of time? I... think that this is why I don't play MMORPGs very long, generally. Because I'm not the world's hugest fan of content made out of concentrated crap, and I'm smart enough to realize that all these carrots are just that. Carrots. Carrots in a pile of shit. :/ Hopefully GW2's content isn't completely shit like your average MMORPG gameplay... and at least it isn't a very extremely narrow subset of complete shit, just like most game's endgame is, where I can only do a very small, specific set of actions to increase my power, the only reason to play the game. I'd much rather play a game where I can find challenges and amuse myself with exploration. Your methodology of gaming only really appeals to the gamers who fall under the 'achiever' category... it doesn't help the killer category (Where's the fun in killing the same mob you already beat, repeatedly, just for the hope of prizes?), the explorer category (PLEASE don't try to convince me that doing the exact same thing repeatedly does anything for explorers), or the socializer category (Other than 'Well, everybody at max level is stuck doing the same crap as me, and we're bored out of our minds, so talking to each other is our only hope for maintained sanity') So I get it. You're 98% achiever, and that's your whole reason for MMORPGs. Some of us like PvP, exploring, and hanging out with other people. I love being able to go back to early areas and meaningfully help lower level people out, like friends I convinced to play, or alts of friends already in the game. We've already established that this game is designed for me, and people like me, and not really designed for people like you. The ONLY problem we're having is the part where you're assuming everybody else is like you. That's sort of self-centered, isn't it? :) (edit: I had arguments for all the rest of what you said, but realized the only important part is curing you of the idea that all gamers are exactly like you. :) Okay. Fine, just one little thing. When I said 'a nod towards realism', the correct answer is not 'It's not realistic like Legolas and Luke Skywalker'. They're not realistic. They're fantasy. Just saying. :) ) |
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11/24/11 8:40:52 AM#128
The incentives to run content in GW2, as I have explained numerous times already in this thread, are pretty much the same incentives that exist in any MMORPG, or any game for that matter. Because it's fun is the primary reason. Does "fun factor" eventually tone down? Yes, that's why no game lasts forever in a static form...they will be adding new things constantly. Other reasons include: -Horizontal progression of skills and traits to customize your character and play style. -Achievements, collections, and crafting. -Playing with your friends that are lower level, or helping out some newbs and teaching them the ropes. -Experiencing new things, and creating persistent effects in the shared world. -Exploration. Seeing areas and events that you haven't yet seen.
"Won't be felt as much" is an entirely subjective statement. I would contend that it will be felt MORE. one-shotting low level content doesn't make me feel powerful, personally. What makes me feel powerful is taking on challenging content and finding a way to succeed through skill and emergent play. This means that I will want to pit myself against every bit of content in the game, because it provides constant opportunities to challenge myself and learn / improve. How do you know you have the perfect build for a particular class until you've butted up against every bit of content? Maybe it will turn out that some mobs or some dungeon boss will require a totally new way of thinking. I'll be free to discover all of it at max level without worrying about content being walled off arbitrarily.
Also, as I mentioned in a previous post, horizontal progression provides real, meaningful diversity...rather than everyone being exactly the same at each tier of the ladder.
The fact that the amount of player skill present in a particular game is difficult to measure doesn't change the fact that it's a legitimate progression mechanism. Player skill will play a larger factor in GW2 because of the way the mechanics and systems are set up. More skilled and more knowledgeable players will be able to stand out from the crowd and build a reputation in the community. That's real progression, even if it's not objectively measurable by some number scale.
See my first response in this post.
GW1 was an extremely successful game and has a large, dedicated, and long-term community. It seems like maybe your "concerns" don't end up amounting to anything other than your personal preferences. Also, GW2 is a completely different game from GW1. Even if they share some things in common, they will be expressed different and have different effects because those common elements are part of very different overall games. |
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11/24/11 8:42:32 AM#129
Originally posted by Meowhead <snip> No, my point is that MMORPG's need an incentive to play because the gameplay's fun factor tones down after you begin understanding how the AI operates and after you shake that "new" feeling off from the gameplay. Please do understand that I am talking about the PvE aspects of the game. |
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11/24/11 8:50:02 AM#130
Originally posted by stealthbr No. YOU need an incentive that involves bigger numbers. That's your personal thing. Stop projecting. MY incentive to play is other people, exploration, and figuring out how to play better. I'm sorry, but I've never yet played a dungeon that dropped +1 friend off of the boss (Rare drop, of course) You want an itemized grind. Fine, that's cool. We all get it. Most MMORPGs are designed exactly for you. People like Fozzik and I (and many of the people interested in GW2 if you read their posts) are looking for something different. We've exp[lained what it is, and how GW2 is supposed to deliver... and you immediately answer (EVERY SINGLE TIME) with an argument that boils down to '... but it's not what =I= want to see, and because I don't understand your motivations, I believe they don't exist. Only my motivations count' I understand it does nothing for you. It leaves you cold. That's cool. Considering your tastes, I'm perfectly happy that GW2 has no longevity for you, because they'd have to tailor the game for you at my expense. I'm kind of happy at least ONE company thought 'Let's design a game for Meowhead, because Stealthbr? He just isn't our kind of guy'. Thank you Arenanet. :) |
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11/24/11 9:00:23 AM#131
Originally posted by Fozzik I feel that I don't like ArenaNet's view on progression. I believe achievements, titles, item skins, etc. all feel to artificial as a form of progression because they make little difference in the overall gameplay. Likewise, I believe socializing with friends and exploring the game world are fun, but utlimately fall short in the replayability factor if they don't really reward the player in more game-changing ways. I never really understood why some Guild Wars players could farm missions, or vanquish entire areas, or run to every corner of the map just to get a title or an achievement. It seems so irrelevant to the actual gameplay.. Oh well. |
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11/24/11 9:00:40 AM#132
Well said, Meow. Just to be clear, the ONLY progression and incentive that we are really talking about being missing from GW2 is the continued vertical stat progression at max level...which is honestly the most pointless and meaningless form of progression that these games ever offer, and really provides me with no incentive at all to change my play style and become a raider. The mobs get more stats right along with the players...so you never really get more powerful.
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11/24/11 9:04:21 AM#133
Make little difference in overall game play? You are completely backwards in your thinking. Stat progression is what makes no difference at all in overall game play... you get +1, the mob gets +1...everything is exactly the same and the progression means nothing other than a little number that increments ever so often. Horizontal progression of skills, traits... customizing the way your character plays...those actually DO matter to game play in a real way. You will literally be able to change the way you play the game by equipping different skills and gear that you gained through horizontal progression. |
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11/24/11 9:27:53 AM#134
Originally posted by Fozzik Horizontal and vertical progression are not mutually exclusive. Skins, achievements, titles, skins make little difference in overall gameplay because they don't change anything. Getting better gear and constantly making your character more powerful changes everything. Those orcs you couldn't hold off when you had that rusty, old, and inaccurate wooden bow now are no match for your magically-imbued elven bow. |
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11/24/11 9:44:54 AM#135
Again, you're completely ignoring the many elements that actually do make a difference, and just talking about the ones that make your point. Skins, achievements, and titles may not make a difference to game play...but gear with different stats, different skills, different weapons, and different traits certainly do. Those orcs that you couldn't hold off at tier 1 don't matter at all when you're tier 20 in a WoW-formula game. Sure, you can go one shot them with your increased stats, but in what way is that fun or in any way an expression of power? Beating up on weaker things doesn't make one powerful. The tier 20 orcs are exactly as hard to kill when you're tier 20 as the tier 2 orcs were when you were tier 2. What changed about your game play? You got bigger numbers, the mobs got bigger numbers...the game play stayed exactly the same. |
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FlawSGI
Hard Core Member
Joined: 8/14/10
All of history is a lie. The truth depends on who does the listening, and who does the telling... |
11/24/11 10:00:56 AM#136
Originally posted by stealthbr Obviousely I wouldn't find it surprising at all if you bothered to read my post. I clearly made a point that I have no problem discussing anything and I was seeing your point and answering your concerns. And you are absolutely correct, the point is to bring different perspectives. The problem is that you have been repeating the same argument for pages now. It's not a discussion when talking to a wall. It is clear that you do not agree with the views of others on this topic because you have clearly shown you are unwilling to accept that the game is designed in a way that requires a different understanding on what can actually be fun. Instead you keep repeating that all games need better gear and better stats in order for it to not only have meaning, but for people to enjoy it. Others, including me, have given pretty thorough examples of why they feel that it isn't the case. Lastly in regards getting the game, I was actually referring to SuperXeno89 more so than you because his posts have been more attack and bash than conversational. When you word things as a provocation and others return, initially, with honest and clear answers it is a discussion. But repeating yourself over and over and telling people their ideas are wrong, then it no longer is a discussion. After reading your posts, I think it's safe to assume you really have no interest in the game and are only here to tell others how wrong they are for wanting to play something that makes no sence. The game is what it is and some people will find enjoyment in the differences alone that GW2 does from the other titles out there. Not all but some. You are basically saying that the core design and philosophy of the team is the opposite of what you want in a game while others have repeatedly said that's fine there are other games out there that cater to your needs. Nothing wrong with thtat. RIP Jimmy "The Rev" Sullivan and Paul Gray. |
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11/24/11 10:12:20 AM#137
Originally posted by Fozzik I don't wish for the game to have less emphasis on horizontal progression. I simply hoped ArenaNet would discover a way of maintaining item progression for max level players without necessarily turning it into an item grind, for I still think it is an important element to retain players. This may be a far stretch, but if an MMORPG could capture the way players deal with item progression in Oblivion it would be perfect. I know this probably stems from the fact that Oblivion is a single-player game and I understand that online games automatically lead to competition and therefore whatever means it takes for one to get more powerful than the rest, yet I still think it's possible. Suffice to say, I am dissapointed that they are flat out removing *vertical* item progression from max level players (atleast from what I have heard). |
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11/25/11 6:33:30 AM#138
Why I think GW2 is the game for me: - All characters able to perform all roles. It's becoming one of my basic requirements in a MMO. It's, for example, the main reason I'm not going to play TOR. - No vertical progression (specially in PvP). Which means no stat inflation, no trivializing of content by obtaining gear for PvE, no large inherent gear-based handicap in PvP. - A fairly hardcore "no grief" mentality. PvP is not available in the leveling zones, and the team actually looked at most forms of non-PvP griefing and took steps to make them hard or outright impossible. - No penalties at all to being in a group. Other MMOs usually have reasons to avoid other players in the form of reduced rewards while farming/leveling/grinding/etc. GW2 will make all those activities more efficient in groups, so there is no reason to avoid other players. - All benefits of playing in a group available just by tagging together, even without formally forming a group. People can play together even if they don't ask for a group. - Individual loot. There should be no loot rolls, thus no loot drama. Bliss. - "Raiding" is done as dynamic events that take anyone who cares to join and scales with the number of players. No bench, no need to keep spamming the chat looking for a group that will take you. Bliss. - The really challenging content will apparently be the 5-man instances. Way more in line with how I like difficulty handled (I prefer when the content for large groups is less challenging than the content for small groups or even solo players). - No factions. Guilds that are not limited to single servers. Players can join as many guilds as they want. Game-wide unique character names. Easy, fast, and apparently free server transfers. No server barriers in Arenas, anyone can play with (or against) anyone else. Thus, no artificial server or faction barrier preventing players from playing with whoever they want. - Players able to make Arena "rooms" with custom rules, and tools to help making player-run tournaments with custom rules. - Playable engineers that can create turrets :) |
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11/25/11 9:22:22 AM#139
*points to past 14 pages* Yeah, that. GW2 offers a more honest and risky attempt at innovation than anything else coming out on the MMO horizon (with perhaps the exception of Archeage), as cliche as it sounds, and that, in the end, is a good thing for any game you'll play in the future. The list of reasons why I'm excited have already been mentioned several times over since I joined the forums, I just want to play the damn thing. Norn Guardian, day 1. Woot! no GW2 won't kill WoW, but it's time to move on and quit worrying about those people still playing it. - eyelolled |
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