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7/27/12 10:25:29 AM#261
Originally posted by quikmixx Just stop and think for a second what you're suggesting. So you want an MMORPG where they do away with kill quests, escort quests, defend quests, collect quests, crafting quests, and travel quests, which is the makeup of pretty much all PvE content in MMO's today. What else could they do (sandbox content like building towns aside)? Fall in love quests? Grow a garden quests? Foot race quests? This is a sincere question, not trying to be a GW2 zealot. I'm honestly interested in how you think content could change that would make for interesting gameplay. What could Anet have done that would make you say "hey that's a fundamental change to MMORPG's". MMO games would be pretty cool if it weren't for the people. |
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7/27/12 10:54:16 AM#262
Originally posted by RizelStar Cut off for brevity and bolded/italicized for awesomeness. Exactly! One of the first heart events in queensdale: "Put out fires,kill centaurs, water crops, feed cows". Meh...I dont really feel like killing these centaurs, Im going to go water some shrubs(or put out fires)...let those guys kill the centaurs.
AWESOME!
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7/27/12 11:37:57 AM#263
Originally posted by Sixpax Let's not forget books, movies, real life, single player games, everything pretty much in the history of history. The only thing that will ever change is how it's presented. As technology advances into the future, we'll be able to present these quests in better ways. Also even building towns will come down to collection quests. You are going to to collect resources in order to build your town, and then most likely kill x creatures or players who threaten the safety of your town. Even growing a gard quest would boil down to collection. You are going to need to collect the resouces necessary to grow the garden. As I said, everything comes down to a few basic archetypes: collect, killing, and delivery. Capturing is just a combination of collecting and killing. Escort is just a combination of delivery and killing. What matters is HOW IT'S PRESENTED. |
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7/27/12 11:49:01 AM#264
How is presented? Masked you mean .. the same old stuff masked like something different? And not only masked like something different, it's the same stuff all over the game, everywwhere. What happends after 1 month when you get use to this bullshit? It's get old veeeery fast, that's why you gw2 fanboys got only 8 days beta in total. :) 8 days of public beta for a game that pretends to be something great, ahahaha. There is not enough pve content in this game, because making a lot of content is haaard. |
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7/27/12 11:53:18 AM#265
Originally posted by expendable83 So tell us, what should they have done to make it better? What, in your mind, would have made GW2 better than the competition? MMO games would be pretty cool if it weren't for the people. |
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7/27/12 11:54:17 AM#266
Originally posted by expendable83 You aren't even trying :( Spice it up a bit. Add some humor. Don't be so obvious 1/10 1. For god's sake mmo gamers, enough with the analogies. They're unnecessary and your comparisons are terrible, dissimilar, and illogical. 2. To posters feeling the need to state how f2p really isn't f2p: Players understand the concept. You aren't privy to some secret the rest are missing. You're embarrassing yourself. 3. Yes, Cpt. Obvious, we're not industry experts. Now run along and let the big people use the forums for their purpose. |
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7/27/12 11:58:11 AM#267
Originally posted by Wickedjelly Yeah the: I-just-created-this-account-2-days-ago-to-bash-GW2 sorta gives it away. MMO games would be pretty cool if it weren't for the people. |
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7/27/12 12:10:10 PM#268
Originally posted by Sixpax Nothing! Can't be fixed. Because instead of having persistent world they've created persistent zones in which zones they control the population. It is impossible to remove zoning and loading screens cause otherwise all of your "dynamic quest" system is going to garbage. Even the zones are controlled by a overflow server and when the limit is up they create a new instance. And this is everywhere. Cities are basically shared instances, you must loading screen to enter them :). This game is not even persistent mmo. It's totally lame when you are in a lag and pressing buttons and it remembers the action, when you are out of the lag it start to execute it. They can't manage even the controlled zones which are relatively so small (compared to a whole streamed continent for example). Things don't scale properly,not only heppened to me few times, but even in one of the first yogscast videos they are spamming 1 and 2 for about 15 minutes to kill a simple mob, only because a guy was sitting in the water near "the event" and he was doing nothing. And you think this shit 's not going to happend after release? It will get worse. And this is only one of the few examples i can give you but i just don't want to deal with you guys, cause you really don't think rationally. Whatever. |
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7/27/12 12:13:59 PM#269
Originally posted by quikmixx Focus on the red. Let it sink in. Absorb the meaning behind what you said. Then and only then will you understand. |
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7/27/12 12:16:56 PM#270
Originally posted by cesmode8
The great thing about GW2 is the 'dragons, demon things and other bada$$ creatures' aren't solely the preview of end game raiding. Massive bosses that kick everyones ass unti lyou learn the fight happen all throughout the game. Even as low as mid-teens level. You are very correct that the early Renown Hearts 'are' very elementary. They are there as a teaching tool, just like how in Rift the early rifts are very simplistic events that that are on a very short cycle. Just like in WoW you are more likely to be asked to collect bandit scarves and wolf skins, in GW2 you are given the choice 'collect apples, kill spiders or destroy nests'. These are teaching tools. Anyone who says thats 'all GW2 quests are like' has clearly not leveled past 10 and almost surely hasn't wandered more than a hundred yards from the start of the newbie zones. |
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7/27/12 12:19:07 PM#271
So, first, there are only a limited number of ways you can, in any game in this genre, advance thorugh PvE. So we have five basic quest archetypes:
Most MMOs do some combination of those five. Though some don't even do all five. If your complaint is that those five archetypes are in this game, you don't have a point. We already know these archetypes are the game. (NOTE: There are some uncommon quests that most MMOs don't use -- puzzle/knowledge/lore quests -- but I'm just dealing with the basics here.)
What the troll infestation DELIBERATELY fails to understand it's not what the quests are but it is how they are executed. In traditional MMOs the quests are static. You go to a quest hub, click on a man and receive a quest that is a shopping list that, usually, has to be performed in an exact order:
This is an inherently passive involvement with the environment. You are given orders. You fill them. You move on. You never actively search for a solution, but just mindlessly kill things like your a machine in an XP grinding factory. Or perhaps a fast-food clerk punching picture buttons on a register.
In GW2 we really don't get a lot that quest. It's not like it never happens. It's just the unthinking, passively accepted laundry-list execution is not the primary vehicle of execution. What we do get is something that allows active, intellectually engaging (I'm not talking post-modernist deconstructions of War and Peace, just a little bit of active thinking here) game play, for example:
Heart quests. When you're by a heart you are automatically informed you are in a zone where someone needs help. There is very little guidance given and the experienced, actively thinking MMO player will start (at that time) to do things so he can move the progress bar. Some will be helpful. Others will not. Some will, by themselves, have enough impact to complete the entire task, others will not. The gamer gets to pick from a group of tasks, not all of which are obvious or involve shopping-list killing, that are not rigid or clearly defined. The gamer may be required to solve the puzzle of what needs to be done and how to best execute it because these become progressively more difficult to complete as the area levels up.
We also have dynamic events which are both more complex (a chain of events that requires patience and awareness to complete) and simplier (the tasks necessary to complete tend to be singular and not multiple in the solution) in execution.
TL:DR Let me put it this way.... Hemmingway wasn't a brilliant writer because he used a large vocabulary (he didn't) or because he wen't on and on and on forever (he had clean, terse prose), or wrote in different language making him cool (it was plain old English). It was the execution (through his writing) that made those words into the stories that were so brilliant:
http://www.scribd.com/doc/41444129/Hills-Like-White-Elephants-Complete-Story
Brilliant. Just brilliant. And the trolls would complain about that story if it were a game... "Not enough big words. Too many big words. Too much dialog. Too much metaphor. The issue is not clear. Need pages of descriptive text describing the environment. Blah, blah, blah..."
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7/27/12 12:21:01 PM#272
Originally posted by Fion You know, I have mixed feelings about this. I've never been a fan of the whole making the player feel powerful even at level 1 idea. Because when you fight a huge ancient dragon at level 5...then it really doesn't feel like you have progressed that much when you fight another huge ancient dragon at level 80. I actually enjoyed the old style MMORPGs where you had to start off killing kobolds or rats and then eventually work your way up to fighting dragons. I felt like my character was constantly progressing in these games and fighting harder and harder foes. So yeah, while fighting fearsome mobs at low levels may make low levels more exciting...it kind of takes away that feeling of progression for me. Are you team Azeroth, team Tyria, or team Jacob? |
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7/27/12 12:21:09 PM#273
Originally posted by DrunkWolf Sounds like you need a change from the MMO genre. I'm taking a shot of vodka every time I see a reference to a game being a WoW or Diablo clone. |
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7/27/12 12:22:39 PM#274
Originally posted by quicknuts
Has no one ever told you that what you read on this website consists of 1 part truth and 99 parts bullshit? I wouldn't make a decision based on anything on this website if my life depended upon it. |
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7/27/12 12:29:09 PM#275
Originally posted by fiontar (Worthless crap posts inbetween deleted.)
That was a brilliant and execellent summary of just why they're different. Yes, underneath the questing they're 'the same.' But to say they are 'just the same' is either massive ignorance or a lie. The complexity of the execution of otherwise standard quest archetypes in GW2 is amazing.
It's like the difference between a Hemmingway story and some piece of crap written by a low-talent freshman in English composition.. |
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7/27/12 12:30:04 PM#276
Originally posted by MosesZD Well said. I really don't see how anyone who at least vaguely enjoyed the WoW quest model at some point in their lives, cannot see the benefits to GW2's execution of questing. As you say, the objectives of quests really are never going to change, all that changes is basically their presentation and method of discovery. And in GW2, both presentation and method of discovery are way different, and IMO, better. Are you team Azeroth, team Tyria, or team Jacob? |
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7/27/12 12:34:56 PM#277
Originally posted by Nilenya
A lot of people in my guild do that too... I'm more of an area completionist... I want to find every little thing, complete every little thing, experience every little thing.
I was major dissapoint when I discovered I missed this totally cool, and extremely difficult, hidden boss in the Asura starting zone. Sure, I found a lot of cool stuff that most gamers would miss... But I missed that boss... |
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7/27/12 12:35:29 PM#278
Originally posted by lifeordinary You have no business lecturing anyone. |
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7/27/12 12:41:31 PM#279
+1 to all that, no more forced to go to the next zone because I out level content in my current zone or because I am under pressure to go to the next zone as part of an xp race. Exploration is viable as a first class activity now!
rpg/mmorg history: Bloodwych>Bards Tale 1-3>Eye of the beholder > Might and Magic 2,3,5 > FFVII> Baldur's Gate 1, 2 > Planescape Torment >Morrowind > WOW (9500 hrs on main mage)> oblivion > LOTR (480 Hunter) > Rift (230 hours mage) > Guild Wars (1900hrs elementalist) Vanguard. > GW2(350 elementalist) Now playing GW2/Diablo 3/Rift Waiting Archeage. |
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7/27/12 12:43:01 PM#280
Lol not +1 to the donut above, refer to earlier post (damned phone- posting)
rpg/mmorg history: Bloodwych>Bards Tale 1-3>Eye of the beholder > Might and Magic 2,3,5 > FFVII> Baldur's Gate 1, 2 > Planescape Torment >Morrowind > WOW (9500 hrs on main mage)> oblivion > LOTR (480 Hunter) > Rift (230 hours mage) > Guild Wars (1900hrs elementalist) Vanguard. > GW2(350 elementalist) Now playing GW2/Diablo 3/Rift Waiting Archeage. |
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