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4/07/12 4:35:44 PM#41
GW2 without cash shop = definately improvement for me ^^
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4/07/12 4:41:11 PM#42
Originally posted by gainesvilleg No worries about that, as it isn't part of the CS and governed by the NDA. It is released info on the wiki. Influence buffs, Influence vendor |
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4/07/12 4:41:20 PM#43
Originally posted by niceguy3978 I'll admit to it. I also won't care IF the gameplay and story are fun enough that I they distract me from realizing that I'm killing 10 rats.
Look, there's four major ways todevelop an experience gained system in an MMO. And all MMOs need some form of progression, so experience gain is prety much a necessary evil. Let's look at them.
Option 1: The mob grind In this method, the primary means of gaining xp is killing monsters. This devolves gameplay into "figure out how to get the most xp/time by killing hordes of monsters quickly and efficiently". This has been the Asian market's go-to method for years, and has been on the decline as they realized it was starting to get dull. Only so many ways you can dress it up.
Option 2: Skill spam This method revolves around you using your skills to gain xp. You get a little every time you use something, and the skills and/or you level up as you perform them. Skyim is a great example of this.And, much like in Skyrim, this is always HORRIBLY exploitable. You find a method to raise a particular skill easily (who here remembers powerlevelling swimming in EQ by holding a rock on your keyboard or something?) and spam the hell out of it. Not challenging OR fun.
Option 3: Time EVE, I'm looking at you. Set skill to "raise me please", then wait. First off, watching your skills raise is as fun as watching paint dry. Secondly, this odten means little to no interaction with the game world is necessary to progress. I can't see where this is ever a good idea unless some other mechanic draws you in. EVE manages it, but only if you happen to like EVE.
Option 4: The quest You perform a task to gain xp. Given the limited set of mechanics in most MMOs, this is going to either be: 1) Go here, get item, comer back; 2) KIll this big baddy; 3) Kill lots of little baddies; 4) Escort this guy (ugh!); 5) Run around grabbing x of item y off corpses/the ground. Pretty much EVERY quest in every MMO is one of these. We all gripe about it.
Here's the thing. ANY of these methods can be awesome IF you dress them in a manner that is so much fun you don't realize or care that all you are doing is killing ten rats, or whatever. The trick isn't to find some hiterto unknown new game mechanic that is better than those four options: It's finding a good disguise on them to make the old new and fun. If GW2's events are dynamic and fast paced and epic like they promise (and many of them look like they might be), then it will work out. |
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4/07/12 4:51:45 PM#44
- Observer mode for e-sport arenas - PERFORMANCE improvements - less cash shop dependancy (in example throw out boxes unlocked through store keys even if they also drop in game & things like that) |
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4/07/12 6:38:23 PM#45
I will let you know after I play the game. |
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4/07/12 7:01:41 PM#46
Originally posted by TheTrueKing That's a good example of something they could definitely Improve. Right now your "Home instance" is basically just the Command Post from GW1. ...mostly useless and provides practically no advantage or customization. |
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4/07/12 8:37:10 PM#47
Can't believe people are still ranting about the cash shop when in really will never effect them if someone uses it. It really won't..I promise. If it doesn't put you at a disadvantage stop whining about it (Yeah, yeah, influence). If a server has more influence than you and that = auto win then there is a bigger issue. The thing is if you think about it on the grand scale of things unless people want to continuosly pump out money ALL the time it shouldn't really be an issue.
If they want, go for it. It still won't make up for the fact of lack of skill. It's how I see it anyway, and I hate cash shops and F2P games, albiet see GW2 as a bit different than just your standard F2P game. |
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4/07/12 8:40:43 PM#48
Originally posted by gainesvilleg
You don't get it. |
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4/07/12 8:41:07 PM#49
Originally posted by UOvet They need to just drop that buying influence with gold. Much (not all) of this controversy would go away. I would only be annoyed at it not offended by it if they removed these PVP advantages. GW2 "built from the ground up with microtransactions in mind" |
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4/07/12 8:44:59 PM#50
Originally posted by ShakyMo This. It's one of my biggest concerns. I love the way they look but they're a bit too big. Also, I doubt they'll change it, but I noticed that it looks quite frustrating to try and AOE large groups of players down in WvW because if all of them don't fall at the same time (and odds are that will rarely if ever happen), then there's at least a few people to get them back up, and I watched a video where it kept happening despite a dedicated Elementalist's best efforts to pummel them to dust from a fortress wall. I was slightly relieved when the guarding forces drove the opposition back, but it took a long time. 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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4/07/12 11:58:01 PM#51
Originally posted by fiontar I would be estatic with the removal of Heart Tasks completely. I can see it already the bitching and complaining from the masses who say theres not enough quests or the heart tasks are just like (insert random WoW clone). Heart Tasks reward the chicken littles and unoriginals. The game is focused on exploratative rewards so it should be the only way to advance in PvE.
Other then that some minor gripes I have (or major in the case of this first one): Let me remap my keys anyway I want to include Ctrl & Shift Modifiers for skills. Tone down spell effects big time. Although I disagree with the way that skills are tied to specific weapons I would still liek to see more traditional skills that can replace the weapon specific skills or some sort of Alternate Advancement system to keep me progressing post level cap.
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Adalwulff
Elite Member
Joined: 1/18/10
"I am not the light, or the darkness, but the twilight in between" |
4/08/12 3:04:25 PM#52
Originally posted by Zylaxx
The last couple videos Ive seen, show toned down spell effects, maybe its me, but I see a difference. Maybe Anet is listening! I hate it when you cant see your target because of all the spell effects...lol |
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4/08/12 3:19:09 PM#53
Less effects.
More telegraphing.
More diversity between classes. Rifle Warrior seems a bit too similar to Long Bow Ranger for instance. Look at the folowing builds for an example: http://www.gw2tools.com/skills#w;aaaaa;aaaaaaaaaaaaaaa;caaa;YefbZ http://www.gw2tools.com/skills#r;aaaaa;aaaaaaaaaaaaaaa;baaa;YYbUZ
I would prefer more solid healing options overall. This is entirely personal preference. As a counter balance I would expect to do less overall damage.
It seems like it needs a lot of balancing work. But that is a big reason for BETA and will likely be heavily addresed in the coming months.
I would prefer a 3v3 controlled PvP option to be available on top of the 5v5 they are offering. I feel like 3v3 is the perfect amount of people to have the most fun in rated PvP. I also prefer 3v3 basketball IRL, so maybe I'm just biased.
Perhaps I'll think of more later, but for now those are my gripes. And they are relatively weak gripes and most ofthem seem to be being addressed. SWTOR is the greatest mmo ever! |
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4/08/12 4:15:52 PM#54
Originally posted by colddog04 I would like to see 3 man pve groups...but that it just a preferance for me. I have to be honest with you. We have completely blown up the design of EverQuest Next. For the last year and a half we have been working on something we are not ready to show. Why did we blow up the design? The design was evolutionary. It was EverQuest III. It was something that was slightly better than what had come before it. It was slightly better.What we are building is something that we will be very proud to call EverQuest. It will be the largest sandbox-style MMO ever designed.--Smed |
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4/11/12 1:48:53 AM#55
Improvements: - Increase the effects of (event) scaling by 20-40% (mobcount, damage, health!). Most events/hearts/etc. are quite hard if you are alone. But the more players join the easier it gets. Mobs are slain under a second with more than 5 players and boss mechanics are useless under stunlock... In its current state it might feel right or logical but it actually turns out to be less fun. - Performance issues are hopefully matters of beta only. - Rework some of their Mob AI in terms of Crowd Behaviour. For example introduce flanking, mobs spread if you AOE a group of 4 or more mobs at once or intelligent weapon swap (for example if you see yourself in a fight with Tanky-Mob A and Ranged-Mob B joins. Now you decide to attack Mob B because he is lower on armor. Now Mob B switches to a melee weapon and the tanky mob stays at its location and uses ranged attacks) - Make big bosses move around or script them. Like the Shatterer deciding to change his position and attack a town midfight and the playerbase then moves over to the city. Also you could add more objectives as the fight progresses. Those are the ones that I would perform if I was responsible at ArenaNet. "Der Weg ist das Ziel." - "The way is the goal." |
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