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Guild Wars 2

Guild Wars 2 

General Discussion  » Long term attrition mechanic revealed

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103 posts found
  hikaru77

Advanced Member

Joined: 3/28/07
Posts: 791

2/19/12 6:33:59 PM#61
Originally posted by brody71

i fail to see how this is wildly different than anything.

This, and swtor have the same system. 

  Nanfoodle

Elite Member

Joined: 5/23/06
Posts: 1535

2/19/12 6:38:39 PM#62

If am fine with this system in PvE but this better not be the case in PvP.

  RizelStar

Elite Member

Joined: 8/12/11
Posts: 2595

We all breathe and we all die.

2/19/12 6:39:44 PM#63
Originally posted by hikaru77
Originally posted by brody71

i fail to see how this is wildly different than anything.

This, and swtor have the system. 

Man stop bsing SWTOR may have had the system but they had that long ass waiting system [as well], hate somewhere else and try to hate with common sense because no one claim it was "wildy" different.

 

Idiocy at it's best.

I don't even know why I bite your bait because you knew that ish your damnself.

http://www.youtube.com/watch?v=ns-IIn-DG-c

Try to argue this please.

Oh also if you quote me and it's to argue my point, if I don't respond it means I haven't been corrected by you and/or I haven't seen it. Remember I don't mind admitting I am in the wrong. Take care :D

  User Deleted
2/19/12 6:40:16 PM#64
Originally posted by gaeanprayer

"HOW IS THIS DIFFERENT OMG"

That I have to explain this at all is kind of sad, but okay.

 

 

Your team is in a dungeon. Dungeons are hard. Your team wipes. Now you're all playing with 1 less piece of equipment, and it will be that much harder. That's how it's different.

 

EDIT: By the way, why is everyone under the assumption that the game must be 100% wildly different? Shall it use letters for damage values instead of numbers? 

well the original post says very different.

it also says that when you are defeated and do not rally one piece of youre armor takes damage. after all youre pieces take damage they break. 

so when you "die" none of your armor breaks you still have all peices worth of stats.  only when you "die" enough times to damage all your armor will it all break.

 

edit: i dont know how many gear slots there are but you would have to wipe in a dungeon 6-8 times for it to matter.

  Dream_Chaser

Novice Member

Joined: 4/14/11
Posts: 1051

2/19/12 6:50:21 PM#65

If you only take stat loss after six deaths and then you have to repair then that's actually a good difference and actually a step up from WoW as it's not an impediment to play for new players (alienating new players is not a good idea, as it results in negative word of mouth, and that can impact box sales which is not something that ArenaNet want).

If, however, they're doing this so that each breakage counts as a stat loss, then that's not really all that different at all from WoW. In the upper levels, a death resulted in around a 20%-ish armour loss, so it's pretty much the same thing. Yes, yes, you don't take damage from hits, but that's an incredibly minor detail in the scheme of things. The bigger detail is whether you lose stats after one death or not.

Whether you lose stats after one death or not defines whether this is a typical durability system or not.

Ball's in your court, ANet. Try not to disappoint.

  Fir3line

Novice Member

Joined: 9/18/08
Posts: 794

2/19/12 6:54:08 PM#66
Originally posted by Dream_Chaser

If you only take stat loss after six deaths and then you have to repair then that's actually a good difference and actually a step up from WoW as it's not an impediment to play for new players (alienating new players is not a good idea, as it results in negative word of mouth, and that can impact box sales which is not something that ArenaNet want).

If, however, they're doing this so that each breakage counts as a stat loss, then that's not really all that different at all from WoW. In the upper levels, a death resulted in around a 20%-ish armour loss, so it's pretty much the same thing. Yes, yes, you don't take damage from hits, but that's an incredibly minor detail in the scheme of things. The bigger detail is whether you lose stats after one death or not.

Whether you lose stats after one death or not defines whether this is a typical durability system or not.

Ball's in your court, ANet. Try not to disappoint.

"Once all your armor pieces are damaged, they will break - and you will have to repair or replace it."

 

pretty obvious

"I am not a robot. I am a unicorn."

  hikaru77

Advanced Member

Joined: 3/28/07
Posts: 791

2/19/12 6:56:48 PM#67
Originally posted by RizelStar
Originally posted by hikaru77
Originally posted by brody71

i fail to see how this is wildly different than anything.

This, and swtor have the system. 

Man stop bsing SWTOR may have had the system but they had that long ass waiting system [as well], hate somewhere else and try to hate with common sense because no one claim it was "wildy" different.

 

Idiocy at it's best.

I don't even know why I bite your bait because you knew that ish your damnself.

About what ¨hate¨  are you talking about?. Lol you guys are amazing, my only fear about gw2 is to find a community full of people like you.  

  User Deleted
2/19/12 7:07:25 PM#68
Originally posted by Dream_Chaser

If you only take stat loss after six deaths and then you have to repair then that's actually a good difference and actually a step up from WoW as it's not an impediment to play for new players (alienating new players is not a good idea, as it results in negative word of mouth, and that can impact box sales which is not something that ArenaNet want).

 

afaik the durability of your gear does not affect your stats in wow unless the gear is broken.  so the system would be pretty much the same.

  AIMonster

Elite Member

Joined: 12/31/08
Posts: 1634

2/19/12 7:08:56 PM#69

Anyone else not like this mechanic?

I honestly didn't expect Arenanet to throw in a mechanic that really is anti-fun.  I'm all for having a death penalty of some sort, but I don't find durability loss a good one.

All this is a timesink especially on those learning the game or players who aren't very good.  It's going to put players into the whole mindset when running dungeons that they can't take along PUGs and create a whole elitist attitude (and I say that as someone part of the hardcore crowd).  Not only do you lose whatever time you spent wiping in the instance, you have the additional penalty of having to go out and repair gear every 6 deaths.

If Anet thinks people are just going to bring extra sets of armor that's absurd.  Most people will only carry one set and it's entirely possible that if they do have a secondary set they'll be worse off with it than their primary set anyway, causing more wipes.  This is actually a pretty hefty, boring timesink imposed on the entire group.  Better to just not bring along the bad player in the first place.  So much for creating communities and looking forward to seeing more people.

Even in dynamic events this is bad news.  More players up the difficulty, meaing if you have a group of players come along who aren't pulling their weight they are just adding to the difficulty of the encounter making it harder on the player.  More deaths could seriously kill your fun time requiring you to go repair.  If the repair costs are hefty enough this could also require you to do farming in a case where you really want to spend your time doing something else.

Really Arenanet, why can't the risk of losing whatever time you spent dying and having to return to what you were doing be enough of a penalty?

  fiontar

Elite Member

Joined: 4/07/04
Posts: 3560

2/19/12 7:26:11 PM#70

This system is fine.

Remember that you only take armor damage when your are actully defeated, not just downed. If you manage to kill an opponent when in the down state, you get back some health and are fully revived. All players can revive a downed player as often as needed, so this encourages grouping for difficult content.

If your armor is damaged? Repairs are just a fast travel away.

When Eric Flannum talked about them working on a new attrition mechanic a few months ago, he said the main reason was that there needed to be an attrition mechanic that would signal to players when some piece of content is just too tough for them. It's not meant to be an ongoing money sink for ordinary play.

This system replaced potions, which is a very good thing. Potions then require encounters to be designed based on the assumption of potions being available to the players, which then requires players to constantly be dropping gold on said potions.

Arenanet have eliminated the ongoing money sink and play disruption of a "wear and tear" system and have also eliminated the need to haul potions around with you.

BTW, there is no need for this in CPVP, so I will guarantee it doesn't occur there. We don't know yet if this occurs from death against other players in WvWvW, but I would tend to doubt it. We'll find out soon.

Want to know more about GW2 and why there is so much buzz? Start here: Guild Wars 2 Mass Info for the Uninitiated

  fiontar

Elite Member

Joined: 4/07/04
Posts: 3560

2/19/12 7:29:40 PM#71
Originally posted by Magnum2103

Anyone else not like this mechanic?

I honestly didn't expect Arenanet to throw in a mechanic that really is anti-fun.  I'm all for having a death penalty of some sort, but I don't find durability loss a good one.

All this is a timesink especially on those learning the game or players who aren't very good.  It's going to put players into the whole mindset when running dungeons that they can't take along PUGs and create a whole elitist attitude (and I say that as someone part of the hardcore crowd).  Not only do you lose whatever time you spent wiping in the instance, you have the additional penalty of having to go out and repair gear every 6 deaths.

If Anet thinks people are just going to bring extra sets of armor that's absurd.  Most people will only carry one set and it's entirely possible that if they do have a secondary set they'll be worse off with it than their primary set anyway, causing more wipes.  This is actually a pretty hefty, boring timesink imposed on the entire group.  Better to just not bring along the bad player in the first place.  So much for creating communities and looking forward to seeing more people.

Even in dynamic events this is bad news.  More players up the difficulty, meaing if you have a group of players come along who aren't pulling their weight they are just adding to the difficulty of the encounter making it harder on the player.  More deaths could seriously kill your fun time requiring you to go repair.  If the repair costs are hefty enough this could also require you to do farming in a case where you really want to spend your time doing something else.

Really Arenanet, why can't the risk of losing whatever time you spent dying and having to return to what you were doing be enough of a penalty?

If your pug wipes six times on a dungeon, then you probably need a new pug. If you are tht worried about it, you can carry a back up set of armor and have a 12 wipe limit. If you need the capacity for 13 wipes, you are definitely a masochist. :)

Want to know more about GW2 and why there is so much buzz? Start here: Guild Wars 2 Mass Info for the Uninitiated

  teakbois

Apprentice Member

Joined: 5/06/06
Posts: 2190

2/19/12 7:41:12 PM#72

I fail to see how this is any different than what EQ2 does, other than 6 deaths nstead of 10 to break the armor

  User Deleted
2/19/12 8:10:04 PM#73

Great for the twitch players. For everyone else it doesn't really add a whole lot of value. Not worse, but not really that much better. So i don't see that generating much excitement outside the FPS crowd.

  illyana

Advanced Member

Joined: 1/09/08
Posts: 595

2/19/12 8:39:03 PM#74


Originally posted by Master10K


Originally posted by DannyGlover
Very forgiving. Hope its PVE only.


Yeah. Wouldn't want this to carry over onto WvW. Losing a Keep you spent time & money kitting out and upgrading is punishment enough.


while ANET was playing WvW during beta weekend, Mkerstein tweeted ...
Just overheard: "My pants are gone". Glad he was talking about his in-game armor XD
so i guess you can lose your armor in PvP


Have fun storming the castle! - Miracle Max

  Kityn

Novice Member

Joined: 3/24/05
Posts: 117

 
2/19/12 9:21:42 PM#75
Originally posted by teakbois

I fail to see how this is any different than what EQ2 does, other than 6 deaths nstead of 10 to break the armor

What people are saying is how this is different than most MMOs. This is the long term attrition resource mechanic that is to replace energy and energy potions and that it was speculated many months ago and now we finally have some details about it.

  sk8chalif

Hard Core Member

Joined: 9/18/10
Posts: 544

2/19/12 9:30:18 PM#76
Originally posted by DAS1337

I really don't see this changing anything. 

 

So I can have people beating up my armor and weapons all night, but if I don't die, I don't have to repair?  This will actually make for more zerging, because if you're not in a zerg, you'll likely die more often.  Thus reducing the repair cost or eliminating it all together. 

 

Unrealistic and negative to the game.  Why fix something that doesn't need fixed?  And in fact, they didn't fix anything, they made it worse in my opinion.  Durability loss through use of items needed no changing.  It makes sense. 

i bet 20$ that u will die  more then once in the first dungeon lol


~The only opinion that matters is your own.Everything else is just advice,~

  svann

Novice Member

Joined: 12/06/06
Posts: 1197

2/19/12 9:35:53 PM#77
Originally posted by fiontar
Originally posted by Magnum2103

Anyone else not like this mechanic?

I honestly didn't expect Arenanet to throw in a mechanic that really is anti-fun.  I'm all for having a death penalty of some sort, but I don't find durability loss a good one.

All this is a timesink especially on those learning the game or players who aren't very good.  It's going to put players into the whole mindset when running dungeons that they can't take along PUGs and create a whole elitist attitude (and I say that as someone part of the hardcore crowd).  Not only do you lose whatever time you spent wiping in the instance, you have the additional penalty of having to go out and repair gear every 6 deaths.

If Anet thinks people are just going to bring extra sets of armor that's absurd.  Most people will only carry one set and it's entirely possible that if they do have a secondary set they'll be worse off with it than their primary set anyway, causing more wipes.  This is actually a pretty hefty, boring timesink imposed on the entire group.  Better to just not bring along the bad player in the first place.  So much for creating communities and looking forward to seeing more people.

Even in dynamic events this is bad news.  More players up the difficulty, meaing if you have a group of players come along who aren't pulling their weight they are just adding to the difficulty of the encounter making it harder on the player.  More deaths could seriously kill your fun time requiring you to go repair.  If the repair costs are hefty enough this could also require you to do farming in a case where you really want to spend your time doing something else.

Really Arenanet, why can't the risk of losing whatever time you spent dying and having to return to what you were doing be enough of a penalty?

If your pug wipes six times on a dungeon, then you probably need a new pug. If you are tht worried about it, you can carry a back up set of armor and have a 12 wipe limit. If you need the capacity for 13 wipes, you are definitely a masochist. :)

This.  If Ive just wiped 6 times, needing to go repair is just as good as a diplomatic way to say "sorry guys this group is not working out, bye".

  Zeroxin

Elite Member

Joined: 6/21/06
Posts: 2406

My words are not here to sway you,they are here to make you understand.

2/19/12 9:38:52 PM#78
Originally posted by illyana

 


Originally posted by Master10K


Originally posted by DannyGlover
Very forgiving. Hope its PVE only.



Yeah. Wouldn't want this to carry over onto WvW. Losing a Keep you spent time & money kitting out and upgrading is punishment enough.


while ANET was playing WvW during beta weekend, Mkerstein tweeted ...
Just overheard: "My pants are gone". Glad he was talking about his in-game armor XD
so i guess you can lose your armor in PvP

 

Nah, he was probably kidding or he turned off his pants.

This is not a game.

  Jimmy562

Hard Core Member

Joined: 10/12/06
Posts: 1014

2/19/12 9:40:54 PM#79
Originally posted by aslan132
Originally posted by WellzyC

Yet another well thought out original idea by ArenaNet.

The hits just keep on comin

This is hardly original. This system has been in use in Everquest 2 since day one, over 7 years now. Just because WoW and Rift chose to use durability, and most F2P run this system just to get you to pay real money, doesnt mean its anywhere near original. Clearly you need to try other games.

Everquest 2 even gives you ten deaths. Every time you die your equipment loses 10% (90, 80, 70, 60 ect). When it reaches 0, its "broken" and offers none of the benefits of wearing it. I have no idea why more MMOs never used this system, it encourages skilled play instead of penalizing tanks (and DPS that steals aggro) that cant help but to get hit. Hopefully it will catch on this time.

How does it promote skilled play exactly? All you have to do is pay to repair, most players won't/don't care about that.

  Zeroxin

Elite Member

Joined: 6/21/06
Posts: 2406

My words are not here to sway you,they are here to make you understand.

2/19/12 9:42:30 PM#80
Originally posted by Magnum2103

Anyone else not like this mechanic?

I honestly didn't expect Arenanet to throw in a mechanic that really is anti-fun.  I'm all for having a death penalty of some sort, but I don't find durability loss a good one.

All this is a timesink especially on those learning the game or players who aren't very good.  It's going to put players into the whole mindset when running dungeons that they can't take along PUGs and create a whole elitist attitude (and I say that as someone part of the hardcore crowd).  Not only do you lose whatever time you spent wiping in the instance, you have the additional penalty of having to go out and repair gear every 6 deaths.

If Anet thinks people are just going to bring extra sets of armor that's absurd.  Most people will only carry one set and it's entirely possible that if they do have a secondary set they'll be worse off with it than their primary set anyway, causing more wipes.  This is actually a pretty hefty, boring timesink imposed on the entire group.  Better to just not bring along the bad player in the first place.  So much for creating communities and looking forward to seeing more people.

Even in dynamic events this is bad news.  More players up the difficulty, meaing if you have a group of players come along who aren't pulling their weight they are just adding to the difficulty of the encounter making it harder on the player.  More deaths could seriously kill your fun time requiring you to go repair.  If the repair costs are hefty enough this could also require you to do farming in a case where you really want to spend your time doing something else.

Really Arenanet, why can't the risk of losing whatever time you spent dying and having to return to what you were doing be enough of a penalty?

If you know anything about Arenanet, you'll know they are all about convenience. You'll have a device you can buy from the vendors in-game to repair armour. Something like salvage kits in GW1, it probably has a limited amount of repairs you can do with it, just like the salvage kits in GW1.

This is not a game.

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