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Guild Wars 2

Guild Wars 2 

General Discussion  » tera and gw2 combined = best mmo on market

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168 posts found
  Jakdstripper

Apprentice Member

Joined: 2/14/10
Posts: 1950

7/29/12 10:52:50 AM#161

i very much dislike Tera's "rooted" feel with pretty much every single skill.

i dont mind that a channeled spell is broken if i choose to move before it's completed, but forcing me to stay rooted to the ground because the animation hasn't finished yet drives me nuts. it's almost like getting stunned every i want to use an ability.

 

if it wasn't for that i would say that Tera was the best mmo out right now.

  Eir_S

Elite Member

Joined: 8/07/11
Posts: 4103

GW2 socialist.

7/29/12 10:57:31 AM#162

I don't know how/why this thread is still going.  Adding Tera's combat system to GW2 would only drive away people who like the fact that the game is not like Tera, making it LESS popular.  Someone mentioned how GW2 will be replaced in a year.  So how long do you think it will take Tera to be replaced?

Oh that's right.... August 28th.

Don't get your peanut butter in my chocolate.  It's fine the way it is.

no GW2 won't kill WoW, but it's time to move on and quit worrying about those people still playing it. - eyelolled

  otacu

Novice Member

Joined: 4/08/12
Posts: 454

7/29/12 11:00:34 AM#163
Originally posted by BigRock411
Originally posted by otacu

And weapons have combo fields and combo finishers too bringing out even more variety and team work between differen players.

 

I can believe anyone could suggest to bring Tera's TERRIBLE class design in Gw2.

100% masochism

Why did you bring up terras terrible class design when the thread is clearly about tera's combat...the one strong suit of that game?

The same with whoever brought up teras one weapon design...which again isnt combat mechanics...you could apply the combat mechanics to GW2's weapons.

 

I think the combat mechanics of tera would make ANY game better.

 

You can still have teras combat mechanics and the combo fields/finishers...they are not mutually exclusive.

 

This is starting to get sad...other threads blowing up with anger and hostility over some improvement suggestions and this thread...people cant even suggest something theoretically better for the game...

Because  the thread is about both comba and class design.

OP wanted TERA combat and TERA class design in GW2.

Let me remind you the #1 post

 

Originally posted by Snoepie

to me gw2 made a mistake with the combat system.

 

It is just horrible..

 

Also they should have sticked with classes and not let ever class/race go dps/heal/support/tank

 

Now lets combine the tera online combat system with gw2.

 

Gw2 WvWvW

Tera online combat system + class defined(more teamplay)

 

I think we have a winner here..

 

 

If you take out holy trinity free, limited skill bar to manage, class combos, multiple weapons, multiple playstyles etc.ect.

What's left?

being rooted in place to act and being animation bound?

that's up to personal preferences : i like the fast free form Gw2 combat much more.

I fail to see the "suggestion" in the OP.

What exactly are the improvements to get from Tera? i'm curious

And i fail to see how you can have class combos in a combat like Tera. Tera's combat is action because of the aiming. Gw2's combat is action because of the space control (walls, area of effects, interdiction zones, spheres, lines etc.). Class combos wouldn't work in Tera's combat without heavy changes.

  Aerowyn

Elite Member

Joined: 2/20/12
Posts: 7969

7/29/12 11:00:51 AM#164
Originally posted by Inf666
 

The goal of a dungeon is to create an achievable challenge for a predefined group. The difficulty is always to be seen in relation to that model group. After designing, the dungeon is tested with said group and the difficulty is adjusted further.

The problem I see is: in GW2 I could enter a dungeon with either a team of specialists or of generalists.

A specialist group would assign roles to every party member. Every member is obligated to maximize his efficiency in his given role. In most MMOs a specialized damaged dealer and a specialized tank will generate more outgoing damage and negate more incoming damage than two generalists could. Also certain classes will be better at certain roles (elementalist as damage dealer) and will be prefered. Using other classes would not be considered for the role because of the lost potential (hello trinity model).

A generalists group has another problem: complexity. If you as a player need to concentrate on too many things at once you become inefficient and start to make mistakes. We humans are not very good at multitasking. It seems to me that GW2 is expecting players to play several roles at once. If players are incapable of performing a single role correctly then ask yourself what will happen when you push more tasks onto those players?

As a content designer you now have a problem. A specialist team will be very strong for their level and very focused. A generalists team will be weaker and inefficient. How do you design the dungeon to be a challenge for all? Since the game is for casual players I think they will simply target the casual generalists. They will make combat easier, add in role-specific minigames and then mask it all with story.

The holy trinity role system is reviled by many but it is very good from a designers stand point. It is a lot easier to design content for a certain level range. It is easier to create a series of dungeons with increasing difficulty because the strength of the model group is simple to determine.

I see multiple roles per class as a chaotic system. In lower levels its not as much of a problem but when you get close to the upper levels you will have such a strength differential between groups you wouldn't know how to design your content.

I am very curious to see how this problem was solved in GW2. If they haven't solved it then specialist groups will dominate the high level high difficulty content and everyone will be forced to adapt.

we could go back and forth all day but only way to really understand is play the dungeons so we can discuss further after release and you can see how the dungeons actually play out.

I angered the clerk in a clothing shop today. She asked me what size I was and I said actual, because I am not to scale. I like vending machines 'cause snacks are better when they fall. If I buy a candy bar at a store, oftentimes, I will drop it... so that it achieves its maximum flavor potential. --Mitch Hedberg

  PanteraRosa

Novice Member

Joined: 2/26/12
Posts: 30

7/29/12 11:04:23 AM#165

Tera-bul  "Put on some pants"

  otacu

Novice Member

Joined: 4/08/12
Posts: 454

7/29/12 11:09:59 AM#166
Originally posted by Aerowyn
 

we could go back and forth all day but only way to really understand is play the dungeons so we can discuss further after release and you can see how the dungeons actually play out.

It's quite clear he is a Holy Trinity diehard fan that wants a fixed role in combat.

Doing the 3 minigames (tank, heal, dps) is funny for a lot of people.

You take out the 3 minigames and give the players true teamwork and they call it "chaotic". Well duh of course it's more chaoitc than the stiff and old "3 minigames setup".

 

 

 

  Inf666

Advanced Member

Joined: 9/22/04
Posts: 437

7/29/12 11:15:48 AM#167
Originally posted by otacu

 ...

You do not seem to be capable of generalizing in any way. The words "weapons", "traits" and "specs" are not relevant. They are just words given to certain class skill mechanics. They even mean different things in different games. Take a step back and ask yourself: What is a playstyle and how many playstyles does a game have? The answer is not attained by counting weapons or traits or whatever you want to call the choices you are presented with. Even in GW2 a weapon by itself does not symbolize a playstyle since a weapon can mean different things for different classes.

Your fixation on amount of weapons is odd. A class wth 1 weapon can have more character design choises than a class with 100 weapons. I do not see your point. You have to look at the complete picture.

I suggest we talk no further about this (no point really). Maybe in 2-3 months time.

As BigRock said, this thread is about the combat system and not about the class system. We drifted off somewhere.

---
Insanity: Doing the same thing over and over again and expecting different results.

  Inf666

Advanced Member

Joined: 9/22/04
Posts: 437

7/29/12 11:17:52 AM#168
Originally posted by Aerowyn
...

we could go back and forth all day but only way to really understand is play the dungeons so we can discuss further after release and you can see how the dungeons actually play out.

Agreed.

---
Insanity: Doing the same thing over and over again and expecting different results.

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