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11/23/11 5:03:49 PM#61
First the read was interesting, but after taking each point and thinking about each i don't think they are that good. |
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11/23/11 6:13:30 PM#62
Originally posted by Wizardry While you raise a fair point about the bosses being stationary, I find it really hard to give credit to anything you say regarding your opinion about Guild Wars 2 pre-release when you haven't done any legitement amount of research on it yourself, it seems. We already know there's interiors for buildings; there's tons of them in videos from the starting areas to the capital cities dating back to 2010. We already know that Guild Hall, along with in-depth player housing customization, will be going into the game as a free update some time after release. The reasons it won't make it into the game on release is because they didn't think it was a super-urgent feature and they wanted to do a good job on them. I'm having trouble hunting down the link but I'll edit this when I find it. Mounts were intentionally excluded from the game on release, not because the developers were "VERY lazy" or because it's a "cost saving idea". Mounts have the potential to break Arena Net's intentions for the game, such as world scale. It's entirely reasonable to delay something like that until they can figure out a cool and fun way to integrate mounts into the game since they're not a necessity anyway. However, there are still mount-esque parts of the game, namely I suspect there might be a mini-game or personal story portion of the game that uses these. The usability of "mounts" like this would be akin to the Siege Devourer from Guild Wars 1. Constructive criticism of the game is acceptable, but blind skepticism is not- especially considering the design process for the game is based heavily on iteration. Edit: Guild Halls
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11/23/11 6:15:42 PM#63
Originally posted by Loke666 Arena Net recognizes this and has said that the entire point for traits were to fundamentally change the way skills interacted. It would add an entire level of complexity to the game that would restore the theorycrafting and player choice. It's easy to be cynical about the design process, but I'm curious what Arena Net can do with it.
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11/23/11 8:32:48 PM#64
Originally posted by jondifool You obviously didn't read my second sentence, you quoted it as well! :D So now have a read :P How much WoW could a WoWhater hate, if a WoWhater could hate WoW? |
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11/23/11 9:40:02 PM#65
Well no game is perfect but at least it's better than most competition out there ^^ Currently only 2 other games have gotten me as excited as gw2 ArcheAge and TSW, the former make me puzzle over "is making a game that do everything even possible", the later makes me more excited with every info released |
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Zeroxin
Elite Member
Joined: 6/21/06
My words are not here to sway you,they are here to make you understand. |
11/23/11 10:26:20 PM#66
Reading the article again, I really have A LOT of qualms with the part about Attributes... it makes very little sense. The problems he tries to highlight just don't ring a bell in my head. A person who stacks toughness is very susceptible to someone who focuses on degen and less susceptible to someone who stacks pure power or crits. A person who stacks health is more susceptible to a person who bunches hard than a person who focuses on degen. And not only that, your build factors in to the equation as well. If you stack toughness and focus on a lot of regen to make up for your lack of health, you are covering a hole in your defences but when a necro comes along and turns your boons into negative effects, you're pretty much left in the gutter. One thing about the Guild Wars franchise that has stayed the same is the fact that it is not rock paper scissors when it comes to roles, it's rock paper scissors when it comes to skills. You put up a degen, I use my cleanse, you put up a skill blocker to prevent me from using that skill. You raise me a knockback and I raise you aura of stability, hopefully you get what I mean now. It just seems the author of that article missed the point. This is not a game. |
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11/23/11 11:45:41 PM#67
Awesome article, cant wait till neext week for the 10 awesomeness of GW2!!!! |
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11/24/11 3:28:30 AM#68
Originally posted by Zeroxin There are more PvP maps coming, not more PvP modes, at least not in the initial release of GW2. Q: Have you considered introducing any other types of structured PvP than Conquest before release of the Guild Wars 2? And: Please note that the distinction between what is and isn't conquest is a pretty fine distinction to make especially since the secondary mechanics can really change how the map plays. Also, we spent a lot of time developing many different game types including capture the flag, attack/defend, regicide, and even a DOTA like version to name a few. I am certain Regina played in and saw some of those other gametypes. |
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11/24/11 4:16:31 AM#69
Originally posted by Zeroxin I'd have to agree on this. Especially when the author starts talking about 'consolidating the holy trinity'. For someone who sounds like they understood GW1 fairly well, he doesn't seem to grasp how GW2 is working. Maybe he hasn't actually played it, not sure. However, while it's true that each class can fulfill multiple roles, it's also true that different builds do so in different ways, and they cancel each other out. For example, a guardian may be a really good tank w/ boons & shields, but if a necro reverses all that, he's going to have problems. A necro may be a great soak tank, but if he gets knocked down a lot / spiked instead of overwhelmed w/ status effects, he will be just as dead. The system may be completely remodelled, but the style of counter-based combat is still in full effect. This is exactly how they manage to do away with the trinity model, and someone who has thuroughly played the first game should be well aware of this. |
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11/24/11 4:35:29 AM#70
#10 - He obviously didn't get how every profession is supposed to fill all roles. #9 - Wow, it's GW2 and not GW1: Next Addon. Congrats! #8 - They should turn the battle somehow. In GW1 they were either overpowered for months or years or completely useless. #7 - He must be a smart kid. Not! #6 - Go play GW1 gvg if you like it so much more. After all it's called GW2. #5 - You'll get used to it and you can even remap your controls. #4 - See #5. #3 - In GW1 skill cues were added much later. On the other, probably they will be add later too. #2 - Just watch the health bar then. It doesn't matter whether you deal a 100 dmg in gw1 or 10k in gw2. Both is a lot. #1 - See GW1 for boring or bad skill design. As for the costs, yeah balance is a bitch.
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11/24/11 5:15:52 AM#71
Originally posted by IPolygon Theres no mana in GW2 anymore!
yay :P How much WoW could a WoWhater hate, if a WoWhater could hate WoW? |
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11/24/11 6:00:10 AM#72
Originally posted by xKingdomx
Read it all. Some interesting point of views from both the op and the reply to the op i here quote. Main issue here is trying to figure out of those 2 wall of text wich one worries me the most. Im hoping GW2 can be all about the best in GW1 and none of the bad. The lore in GW1 is perfect, visuals are stuning for a game with that age and game engine, soundtrack is up the chart, combat mechanics and skill system is the best i ever saw. The world feels huge, with alot of classes to pick that we can actually feel that they belong to a certain area of the world. No grind, gear rush, time mutilating quests. Gear<->player skill balance is the best i know. - im hoping to see at least these in GW2 PvE is hollow, suffering from 1-man-army sickness, PvP is missing depth, having no open world confrontation (limited by GW game design) or even no instanced end game utility, we are left to play some random PvP combats, that are funny yes, but they feel old. Character mobility is bad (they cant jump, swim, or sit in a chair, but the emotes are great :P). World aeas are instanced, but feels even worst when some areas seem to "lead" you across the map (i like to explore and feel that im actually doing what the word implies). Game economy is not bad but is missing alot of elements that can define a games economy: like an auction house, player professions and the ability for players to craft something out of those professions (its an old mmo thing but i feel it is important)....just as long players are allowed to actually craft something of useful ofc. - im hoping to see at least these fixed for GW2 As for the promises of the "new gen" tpe of mmorpg, we all know what ANet is promising, i will have to wait and see how that turns out to be, but i have good hopes that they can deliver. |
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11/24/11 11:03:35 PM#73
This was an interesting read. I kind of agree with some and disagree with others. Breaking down the whole list is a little much, so I wanted to talk about one thing, which was #7, how skills are chosen. In GW1, you have 8 skills from any of two professions (only one of which can be elite). It's pretty much a balancing nightmare, as each expansion added two more professions and hundreds of new skills. Another thing they found was that there were people who were just bad at making builds when they had all that freedom. In GW2, you do have your first 5 skills locked into your weapon. Not only does this make it easier to balance (also no dual classing), it also keeps people from totally gimping themselves. It does mean your builds can't be as free, but I don't see it as a totally stripped down and simplified system. Think about it in terms of choices you make in your build. In GW1, you have 8 choices of skills. In GW2, if you're picking 1h weapons (and not an elementalist or engineer), you have 9 choices. You have Primary MH, Primary OH, Secondary MH, Secondary OH, Heal, 3 Utility, and Elite. Even if you pick a 2H weapon, you still have 8 (or 7 if both are 2H). You also can customize yourself with traits to modify these skills, something that didn't exist in GW1. That's also just the choices you're making in the build, and in game you have at least 15 skills to use (up to at least 25 in some cases) I think it's going to be a different system, but still a good one.
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11/28/11 6:31:13 AM#74
Bump before the other thread catches on. This is where the discussion has been. |
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Fishbaitz
Apprentice Member
Joined: 5/27/10
Skepticals, the glasses that automatically make you a skeptic! |
11/28/11 6:53:53 AM#75
Originally posted by Eir_S Think of these as areas to be improved, rather than 'reasons I hate GW2', which seems to be what a bunch of people seem to be reading it as. This article is, largely, from a high end PvP perspective. And as far as PvP went, GW was fantastic. It isn't bad to want some of the things that made the old great in the new one. Anyway, back to the artic(k)le at hand. How does wanting a clearer UI and better ques on effects make it want to be like GW? They could both use some improvement here. There also seems to be a lack of choice in attributes, they are problems instead. Attributes usually end up as problems, no matter what setting. GW had a chance to create some more interesting attributes and failed to create anything more compelling than the same stuff that has been seen for a long time. |
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11/28/11 7:28:55 AM#76
he has most issues with skillusage, targetting etc..
does that mean he yust doesnt know how to play and tries to eat his mouse? :D |
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11/28/11 7:44:18 AM#77
I'm sorry but no 3 and 2 are by far the most bullcrap things I find in PvP.
It shouldn't be 100% obvious what an opponent can do before you get into combat. You should get some hints (hes in plate armour and wearing a big axe, hes probly a bit tanky and melee) but a quick glance should not tell you 100% of what they can do (like it is in WoW).
Silhouettes have been a bane for me in many games as I feel it destroys the game in an attempt to keep "recognisable" silhouettes (WoW is a good example, their armour got stupid very fast). MMO wish list: -Changeable worlds |
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11/28/11 8:27:10 AM#78
Originally posted by Fishbaitz The problem is that, GW2 UI is extremely clean already, compare to other MMO, there isn't a threatmeter or healbot or any of those chunky UI to speak of, since the combat is designed totally different.
And since you said you are talking from a high end PvP perspective, there is no need of the objective tracker and all that. As for better visual ques for combat, you can see in the provided screenshot that area of effect are very clear, there are circles on the ground to display the area of effect, with particle effect to communicate the effect of the skill. The colour of the circles on the ground are indicating whether the effect is controlled by the enemy or friend (the blue and red circles)
And the funny part is that, I just took that screenshot off the first HD video I can find on youtube that display some kind of combat, it didn't even took more than 1 min to find a shot like that.
People have a problem with the article isn't because it is read as 'reasons to hate GW2' but because of how forceful was those reasons/flaws, when many of them are not actually flaws but what made the game so special to many players. Many of those flaws (like the targetting, or the UI, or the visual display of effects) have been argued to be the complete opposite instead, like I have in this post. How much WoW could a WoWhater hate, if a WoWhater could hate WoW? |
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11/28/11 11:41:08 AM#79
So I had posted before in this thread, but lol this guild is PVP guild and self proclaimed great one at that, but yet he has issues with controls? the easiest set of controls?
I think the brits are mad that the Koreans got the win on dev team where they just got slaughtered in pvp @ PAX |
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Alot
Hard Core Member
Joined: 1/04/11
Minister of Propaganda for GW2 Fascist-Capitalist Party |
11/28/11 11:54:49 AM#80
To be honest, this is the only list of concerns regarding Guild Wars 2 that has actually got a bit of sense hammered into it. While I don't agree with many of his ideas, I can understand where he is coming from as I have also played GW1 for quite a while. |