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Guild Wars 2

Guild Wars 2 

General Discussion  » Will GW2 avoid the same fate as SWTOR?

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177 posts found
  grimal

Spotlight Poster

Joined: 9/11/05
Posts: 1833

9/04/12 8:49:21 PM#121
Originally posted by Urko
 

The reason there isnt any need to form a physical group is down to the ingenuity of the game , where it recognises buffs and attacks as if the players were physically grouped , thats the beauty of the gameplay.

I felt really alone in SWTOR , i havent in this game from day 1, once you get piling into an event with a group of other players, they become your group.

I didnt feel any more alone in TOR than I have in other MMOs.  Could have been that I was playing with friends a lot of the time.  But as someone said in another thread, it's easier to play these games with friends going in than having to make friends in the game a lot of times.

Although I like the mob experience DEs give, it doesn't really feel like a group.  It feels almost in-between playing with other players and npcs...everything just becomes so chaotic with the overflow of action and lack of chatter amongst people.  It's a neat feature, but I'm not sure it's going to be the final solution to the grouping issues prevalent in MMOs these days.

But the grouping/social decline in MMOs as of late I think has more to do with the genre itself going mainstream and  being less of a roleplayers' niche than really a design issue.

Still enjoying the game, but I'm sure in several months time there will be a good percentage of the community saying this game was "fail" or it lacked in other ways.  It's the over-hyping of these games that really turns the community sour.

 

Release a game with a very large established fanbase from 10+ years of bnet history when the market was still emerging and the casual base had not yet been established, thus ripe for harvesting a momentious self perpetuating playerbase people never leave because they have X hours invested in their characters, and their friends and everyone else plays anyway. Not discounting Blizzard quality... but WoW's success is as much about perfect timing as it is quality, if not more so. - Derros

  Rokurgepta

Novice Member

Joined: 8/15/08
Posts: 2208

9/04/12 8:49:45 PM#122
Originally posted by hikaru77
Originally posted by Tibernicus

SWTOR failed because it was an instanced singleplayer game and people just ran out of content and stopped playing, like they do with singleplayer games. And because it did nothing new.

 

GW2 emphasizes community, long term RvR, and has a few nice innovations to keep people going.

LoL, you dont even need a grp in GW2, not even talk. Is even more intanced and it feel more singleplayer than swtor. GW2 doesnt have long term RvR, endgame is all about grind karma and do dungeons like any other MMO before, and do thing that you can do at level 1, Also, gw2 have nothing new or innovative, DE  are a quest with a timer, nothing dynamic on them. And you dont have NPC with quest, you have NPC with a heart and guess what, A QUEST. Fanboys are amazing, at the end only them will be playing the game. 

 And haters are predictable. Of course only fans of the game will be playing. Would you expect haters to make up the majority of the player base? Can you truly be that obtuse?

  Tiller

Guide

Joined: 9/14/05
Posts: 4964

9/04/12 8:50:48 PM#123
I played swg back in the day (precu)...watched SWTOR since it was only a rumor....followed it through and played beta...bought the CE...and i can say GW2 may be a theme park...but I'm already having way more fun than i did in swtor.


SWG pre-cu vet, elder Jedi, elder BH -Bloodfin

  RajCaj

Apprentice Member

Joined: 3/11/08
Posts: 678

9/04/12 9:00:01 PM#124

While I don't see GW2 sinking as fast as SW:TOR (no sub with GW2), it will struggle in the same areas that so many of the previous modern MMORPGs have.

 

GW2 is a really well put together game.  It lifted all the things that worked in WOW, Warhammer, Rift, etc., and put a spit shine polish on the product.  Well done ArenaNET

 

With that said....you're STILL running kill quests.  You're STILL running escort quests.  You're STILL running collect quests.  You're STILL getting chained along with quests, that serve as the primary vehicle improve your situation in the game.

 

For those that haven't played this kind of game for the last 7 years.....it's an amazing game, and should hold your interest for quite a while.  However, if you've been on the Linear progression MMO ride since the beginning of WOW.......the shiney wears off  rather quick.  The repetitiveness & same tired progression model smacks you in the face after only playing for a few days.

  Squal'Zell

Novice Member

Joined: 10/09/04
Posts: 1808

"Next time i log in SWG ill probably see elves and druids"

9/04/12 9:18:21 PM#125
Originally posted by RajCaj

While I don't see GW2 sinking as fast as SW:TOR (no sub with GW2), it will struggle in the same areas that so many of the previous modern MMORPGs have.

 

GW2 is a really well put together game.  It lifted all the things that worked in WOW, Warhammer, Rift, etc., and put a spit shine polish on the product.  Well done ArenaNET

 

With that said....you're STILL running kill quests.  You're STILL running escort quests.  You're STILL running collect quests.  You're STILL getting chained along with quests, that serve as the primary vehicle improve your situation in the game.

 

For those that haven't played this kind of game for the last 7 years.....it's an amazing game, and should hold your interest for quite a while.  However, if you've been on the Linear progression MMO ride since the beginning of WOW.......the shiney wears off  rather quick.  The repetitiveness & same tired progression model smacks you in the face after only playing for a few days.

yeah, a quest is a quest no matter how you put it. but instead of being boring like most MMOs do it, they have found an inovative way to make the same kill 20 creatures, bring this person here, collect 20 badges into an eventfull event. 

not only that. they have made it so you AUTOMATICALLY group up for those "Quests" so you are not soloing your game.

the proof that they are in your group, blow your horn (call of nature?) and see that EVERYONE around you doing the same quest will get the buff. 

so Anet has found 1) a way to make your Quests less tedious and more enjoyable 2) grouping with players that feels like you are in a group working with people, but at the same time not forcing you to interact with them (yeah figure out that logic but its true fact) and 3) a vast polished world with very good replayability in the PvP and the PvE world. 


  kaiser3282

Tipster

Joined: 5/21/08
Posts: 2503

9/04/12 9:27:13 PM#126
Originally posted by Squal'Zell
Originally posted by RajCaj

While I don't see GW2 sinking as fast as SW:TOR (no sub with GW2), it will struggle in the same areas that so many of the previous modern MMORPGs have.

 

GW2 is a really well put together game.  It lifted all the things that worked in WOW, Warhammer, Rift, etc., and put a spit shine polish on the product.  Well done ArenaNET

 

With that said....you're STILL running kill quests.  You're STILL running escort quests.  You're STILL running collect quests.  You're STILL getting chained along with quests, that serve as the primary vehicle improve your situation in the game.

 

For those that haven't played this kind of game for the last 7 years.....it's an amazing game, and should hold your interest for quite a while.  However, if you've been on the Linear progression MMO ride since the beginning of WOW.......the shiney wears off  rather quick.  The repetitiveness & same tired progression model smacks you in the face after only playing for a few days.

yeah, a quest is a quest no matter how you put it. but instead of being boring like most MMOs do it, they have found an inovative way to make the same kill 20 creatures, bring this person here, collect 20 badges into an eventfull event. 

not only that. they have made it so you AUTOMATICALLY group up for those "Quests" so you are not soloing your game.

the proof that they are in your group, blow your horn (call of nature?) and see that EVERYONE around you doing the same quest will get the buff. 

so Anet has found 1) a way to make your Quests less tedious and more enjoyable 2) grouping with players that feels like you are in a group working with people, but at the same time not forcing you to interact with them (yeah figure out that logic but its true fact) and 3) a vast polished world with very good replayability in the PvP and the PvE world. 

I like youre #2 point and think its something a lot of people overlook about the game when theyre comparing it to stuff like WAR PQS. In WAR, You could form an entire Warband and go do a PQ. But guess what.... like 3/4 of your buffs, as well as your group heals only effect your particulary party. So youre groupe dup with 24 people, but really it only counts 6 of you as being together and your support skills only apply to them.

Examples:

Runepriest / Zealot buffs are only useable on party member, not even able to use on your warband

Guard only works on Party members, not Warband

Damage buffs from classe slike Sorc / BW only work on party, not wb

AP regen buffs from classes like shadow warrior and witch hunter only work on party, not warbands

In GW2 they allow you to use all this type of stuff to suppor tnot only your own party, but everyone in the area.

  hikaru77

Hard Core Member

Joined: 3/28/07
Posts: 920

9/04/12 9:43:38 PM#127
Originally posted by Squal'Zell
Originally posted by RajCaj

While I don't see GW2 sinking as fast as SW:TOR (no sub with GW2), it will struggle in the same areas that so many of the previous modern MMORPGs have.

 

GW2 is a really well put together game.  It lifted all the things that worked in WOW, Warhammer, Rift, etc., and put a spit shine polish on the product.  Well done ArenaNET

 

With that said....you're STILL running kill quests.  You're STILL running escort quests.  You're STILL running collect quests.  You're STILL getting chained along with quests, that serve as the primary vehicle improve your situation in the game.

 

For those that haven't played this kind of game for the last 7 years.....it's an amazing game, and should hold your interest for quite a while.  However, if you've been on the Linear progression MMO ride since the beginning of WOW.......the shiney wears off  rather quick.  The repetitiveness & same tired progression model smacks you in the face after only playing for a few days.

yeah, a quest is a quest no matter how you put it. but instead of being boring like most MMOs do it, they have found an inovative way to make the same kill 20 creatures, bring this person here, collect 20 badges into an eventfull event. 

not only that. they have made it so you AUTOMATICALLY group up for those "Quests" so you are not soloing your game.

the proof that they are in your group, blow your horn (call of nature?) and see that EVERYONE around you doing the same quest will get the buff. 

so Anet has found 1) a way to make your Quests less tedious and more enjoyable 2) grouping with players that feels like you are in a group working with people, but at the same time not forcing you to interact with them (yeah figure out that logic but its true fact) and 3) a vast polished world with very good replayability in the PvP and the PvE world. 

You have not played warhammer and rift, War have something called ¨open party system¨, and Anet found a way to let the players ¨BOT¨on the DE, or just make some macro and afk, thats fun. 

  meari

Novice Member

Joined: 4/14/12
Posts: 104

9/04/12 9:45:36 PM#128
Originally posted by RajCaj

While I don't see GW2 sinking as fast as SW:TOR (no sub with GW2), it will struggle in the same areas that so many of the previous modern MMORPGs have.

 

GW2 is a really well put together game.  It lifted all the things that worked in WOW, Warhammer, Rift, etc., and put a spit shine polish on the product.  Well done ArenaNET

 

With that said....you're STILL running kill quests.  You're STILL running escort quests.  You're STILL running collect quests.  You're STILL getting chained along with quests, that serve as the primary vehicle improve your situation in the game.

 

For those that haven't played this kind of game for the last 7 years.....it's an amazing game, and should hold your interest for quite a while.  However, if you've been on the Linear progression MMO ride since the beginning of WOW.......the shiney wears off  rather quick.  The repetitiveness & same tired progression model smacks you in the face after only playing for a few days.

I'd just like to point out that Frodo and company went out on a quest, there were some collecting involved, a few escorts, some rescues and not to mention a whole heap of killing.

 

Seriously every story breaks down into some form of basic tasks. 

  Rokurgepta

Novice Member

Joined: 8/15/08
Posts: 2208

9/04/12 9:58:04 PM#129
Originally posted by hikaru77
Originally posted by Squal'Zell
Originally posted by RajCaj

While I don't see GW2 sinking as fast as SW:TOR (no sub with GW2), it will struggle in the same areas that so many of the previous modern MMORPGs have.

 

GW2 is a really well put together game.  It lifted all the things that worked in WOW, Warhammer, Rift, etc., and put a spit shine polish on the product.  Well done ArenaNET

 

With that said....you're STILL running kill quests.  You're STILL running escort quests.  You're STILL running collect quests.  You're STILL getting chained along with quests, that serve as the primary vehicle improve your situation in the game.

 

For those that haven't played this kind of game for the last 7 years.....it's an amazing game, and should hold your interest for quite a while.  However, if you've been on the Linear progression MMO ride since the beginning of WOW.......the shiney wears off  rather quick.  The repetitiveness & same tired progression model smacks you in the face after only playing for a few days.

yeah, a quest is a quest no matter how you put it. but instead of being boring like most MMOs do it, they have found an inovative way to make the same kill 20 creatures, bring this person here, collect 20 badges into an eventfull event. 

not only that. they have made it so you AUTOMATICALLY group up for those "Quests" so you are not soloing your game.

the proof that they are in your group, blow your horn (call of nature?) and see that EVERYONE around you doing the same quest will get the buff. 

so Anet has found 1) a way to make your Quests less tedious and more enjoyable 2) grouping with players that feels like you are in a group working with people, but at the same time not forcing you to interact with them (yeah figure out that logic but its true fact) and 3) a vast polished world with very good replayability in the PvP and the PvE world. 

You have not played warhammer and rift, War have something called ¨open party system¨, and Anet found a way to let the players ¨BOT¨on the DE, or just make some macro and afk, thats fun. 

 They found a way to let players bot on the DE? Really? Or are they banning people who bot? Might I suggest that you, as a GW2 hater, learn more before you make up things? What is fun is reading your many posts throwing shit at the wall and hoping it sticks. The more you post the less informed you look and the more clear your status as hater is evident.

  RajCaj

Apprentice Member

Joined: 3/11/08
Posts: 678

9/05/12 8:23:19 AM#130
Originally posted by Squal'Zell
Originally posted by RajCaj

While I don't see GW2 sinking as fast as SW:TOR (no sub with GW2), it will struggle in the same areas that so many of the previous modern MMORPGs have.

 

GW2 is a really well put together game.  It lifted all the things that worked in WOW, Warhammer, Rift, etc., and put a spit shine polish on the product.  Well done ArenaNET

 

With that said....you're STILL running kill quests.  You're STILL running escort quests.  You're STILL running collect quests.  You're STILL getting chained along with quests, that serve as the primary vehicle improve your situation in the game.

 

For those that haven't played this kind of game for the last 7 years.....it's an amazing game, and should hold your interest for quite a while.  However, if you've been on the Linear progression MMO ride since the beginning of WOW.......the shiney wears off  rather quick.  The repetitiveness & same tired progression model smacks you in the face after only playing for a few days.

yeah, a quest is a quest no matter how you put it. but instead of being boring like most MMOs do it, they have found an inovative way to make the same kill 20 creatures, bring this person here, collect 20 badges into an eventfull event. 

not only that. they have made it so you AUTOMATICALLY group up for those "Quests" so you are not soloing your game.

the proof that they are in your group, blow your horn (call of nature?) and see that EVERYONE around you doing the same quest will get the buff. 

so Anet has found 1) a way to make your Quests less tedious and more enjoyable 2) grouping with players that feels like you are in a group working with people, but at the same time not forcing you to interact with them (yeah figure out that logic but its true fact) and 3) a vast polished world with very good replayability in the PvP and the PvE world. 

I've noticed that the folks around you tend to share buffs and target the same monsters you're fighting...but thats about the extent of it.  There are no coordinated activities.  Given the auto targeting system in this game.....all I had to do in one of these DE group quests is spam my main & secondary attack button....and make sure I was with the heard, so that I wouldn't be singled out.

 

When I think of fun grouping in a MMO....I think of a coordinated team effort (player 1 CCs a monster while player 2 off tanks another, while player 3 main tanks the group of remaining mosters, while player 4 & 5 apply damage)  What I've seen so far in GW2 DE PQ / Rift events is just a chaotic mass buff / mass burst damage everything in sight.  It's streamlined grouping into more of a convienence thing than an opprotunity to work as a strategic unit.

 

Again, for folks that haven't been playing these type of linear progression MMOs for the last 7 years, the auto grouping feature of GW2 is very nice....and allows more players to complete more quests in a shorter amount of time.  But for folks that have done this (in one shape or form) a thousand times, all the streamlining & added convienence just boils down the questing experience even faster to the realization that your just chasing the carrot.

 

I haven't experienced everything there is to do in the game yet....but from my early observation, it feels the same to me as when I played Rift for the first time (after playing WOW for several years)

  RajCaj

Apprentice Member

Joined: 3/11/08
Posts: 678

9/05/12 8:33:41 AM#131
Originally posted by meari
Originally posted by RajCaj

While I don't see GW2 sinking as fast as SW:TOR (no sub with GW2), it will struggle in the same areas that so many of the previous modern MMORPGs have.

 

GW2 is a really well put together game.  It lifted all the things that worked in WOW, Warhammer, Rift, etc., and put a spit shine polish on the product.  Well done ArenaNET

 

With that said....you're STILL running kill quests.  You're STILL running escort quests.  You're STILL running collect quests.  You're STILL getting chained along with quests, that serve as the primary vehicle improve your situation in the game.

 

For those that haven't played this kind of game for the last 7 years.....it's an amazing game, and should hold your interest for quite a while.  However, if you've been on the Linear progression MMO ride since the beginning of WOW.......the shiney wears off  rather quick.  The repetitiveness & same tired progression model smacks you in the face after only playing for a few days.

I'd just like to point out that Frodo and company went out on a quest, there were some collecting involved, a few escorts, some rescues and not to mention a whole heap of killing.

 

Seriously every story breaks down into some form of basic tasks. 

And how did LOTR MMO work out? heh

Seriously though, a quest is a goal to work towards.....and should mean something to you.  Frodo & company embarked on an epic quest that took a long time to complete, and had consequences of epic porportions. 

Modern MMO quests are miniscule and offer a few pieces of copper or a piece of trivial gear.....and you can do dozens of them in one sitting. 

The idea of questing is not the problem....the burn out is!  When I played Ultima Online, there really weren't any quests.  You made your own personal goal / quest.  Mine was to own a house.  It took me months of getting my characters abilities up to a point that I could actually start turning a profit from hunting....and then after I saved long enough, I could afford my first casa.  Then my quest changed....I wanted to decorate it with all kinds of rare items. 

When your quest is personal, and takes a long time to complete.....all the things you do in between seem less like your being lead around with a carrot, and more like a meaningful set of tasks to achieve some ends that you put a lot of value into.

 

Just my opinion anyways...

  Ryowulf

Elite Member

Joined: 8/28/05
Posts: 664

9/05/12 9:02:23 AM#132
Originally posted by RajCaj
Originally posted by Squal'Zell
Originally posted by RajCaj

While I don't see GW2 sinking as fast as SW:TOR (no sub with GW2), it will struggle in the same areas that so many of the previous modern MMORPGs have.

 

GW2 is a really well put together game.  It lifted all the things that worked in WOW, Warhammer, Rift, etc., and put a spit shine polish on the product.  Well done ArenaNET

 

With that said....you're STILL running kill quests.  You're STILL running escort quests.  You're STILL running collect quests.  You're STILL getting chained along with quests, that serve as the primary vehicle improve your situation in the game.

 

For those that haven't played this kind of game for the last 7 years.....it's an amazing game, and should hold your interest for quite a while.  However, if you've been on the Linear progression MMO ride since the beginning of WOW.......the shiney wears off  rather quick.  The repetitiveness & same tired progression model smacks you in the face after only playing for a few days.

yeah, a quest is a quest no matter how you put it. but instead of being boring like most MMOs do it, they have found an inovative way to make the same kill 20 creatures, bring this person here, collect 20 badges into an eventfull event. 

not only that. they have made it so you AUTOMATICALLY group up for those "Quests" so you are not soloing your game.

the proof that they are in your group, blow your horn (call of nature?) and see that EVERYONE around you doing the same quest will get the buff. 

so Anet has found 1) a way to make your Quests less tedious and more enjoyable 2) grouping with players that feels like you are in a group working with people, but at the same time not forcing you to interact with them (yeah figure out that logic but its true fact) and 3) a vast polished world with very good replayability in the PvP and the PvE world. 

I've noticed that the folks around you tend to share buffs and target the same monsters you're fighting...but thats about the extent of it.  There are no coordinated activities.  Given the auto targeting system in this game.....all I had to do in one of these DE group quests is spam my main & secondary attack button....and make sure I was with the heard, so that I wouldn't be singled out.

So you were basically a parasite?  Every class has some support ability, buffs, conditions or debuffs. Using them helps the whole group. At the very least a player can revive others. Yet you who are complaining about a lack of coordination, was of no benefit to the group and was just there to suck up xp and karma?

  RajCaj

Apprentice Member

Joined: 3/11/08
Posts: 678

9/05/12 6:14:53 PM#133
Originally posted by Ryowulf
Originally posted by RajCaj
Originally posted by Squal'Zell
Originally posted by RajCaj

While I don't see GW2 sinking as fast as SW:TOR (no sub with GW2), it will struggle in the same areas that so many of the previous modern MMORPGs have.

 

GW2 is a really well put together game.  It lifted all the things that worked in WOW, Warhammer, Rift, etc., and put a spit shine polish on the product.  Well done ArenaNET

 

With that said....you're STILL running kill quests.  You're STILL running escort quests.  You're STILL running collect quests.  You're STILL getting chained along with quests, that serve as the primary vehicle improve your situation in the game.

 

For those that haven't played this kind of game for the last 7 years.....it's an amazing game, and should hold your interest for quite a while.  However, if you've been on the Linear progression MMO ride since the beginning of WOW.......the shiney wears off  rather quick.  The repetitiveness & same tired progression model smacks you in the face after only playing for a few days.

yeah, a quest is a quest no matter how you put it. but instead of being boring like most MMOs do it, they have found an inovative way to make the same kill 20 creatures, bring this person here, collect 20 badges into an eventfull event. 

not only that. they have made it so you AUTOMATICALLY group up for those "Quests" so you are not soloing your game.

the proof that they are in your group, blow your horn (call of nature?) and see that EVERYONE around you doing the same quest will get the buff. 

so Anet has found 1) a way to make your Quests less tedious and more enjoyable 2) grouping with players that feels like you are in a group working with people, but at the same time not forcing you to interact with them (yeah figure out that logic but its true fact) and 3) a vast polished world with very good replayability in the PvP and the PvE world. 

I've noticed that the folks around you tend to share buffs and target the same monsters you're fighting...but thats about the extent of it.  There are no coordinated activities.  Given the auto targeting system in this game.....all I had to do in one of these DE group quests is spam my main & secondary attack button....and make sure I was with the heard, so that I wouldn't be singled out.

So you were basically a parasite?  Every class has some support ability, buffs, conditions or debuffs. Using them helps the whole group. At the very least a player can revive others. Yet you who are complaining about a lack of coordination, was of no benefit to the group and was just there to suck up xp and karma?

Take it down a few notches champ lol

 

In the particular instance i talked about, there were so many people working on the DE that I barely had time to get in 1 or 2 shots on a monster before it was burned down.  Which is exactly my point......all the damage was overkill.  The tactics required by the group working on the DE was essently spam attack abilities.  

 

Again, no coordination required.

  Hairysun

Novice Member

Joined: 6/11/05
Posts: 1066

Boo ....

9/05/12 6:33:45 PM#134

Will the rosy eyed fans soon realize that Guild Wars 2 is nothing more than the latest iteration of the standard themepark model, as was SWTOR?  Will the servers begin to show the lack of players resulting in server merges?  Will GW2 become old news as the next "latest iteration of the standard themepark model " sets a release date and starts the cycle all over?

 

YEPPERS!

 

You can count on it.  Over and over again........... I like to think "Woot!  No sub fee!"  However, sub fees are soon to be a thing of the past.  Only a Panda would pay a sub fee ...........

 

~Hairysun

 

 

http://www.straightdope.com/

  darkhalf357x

Hard Core Member

Joined: 1/25/12
Posts: 1041

I'm only playing the role chosen for me. Who you supposed to be?

9/05/12 6:38:26 PM#135
Originally posted by Nadia
Originally posted by lucasdeis

STAR WARS!!!!!!!!!!!!

rawr

ROTFLOL!! =D

  Adiaris

Novice Member

Joined: 10/12/08
Posts: 382

9/05/12 6:42:48 PM#136
Originally posted by stratasaurus
Originally posted by Aerowyn
Originally posted by gieger808
GW2 will only have the pvp crowd in less than six months. It doesn't have the pve needed to hold the majority of serious pve'ers.
Great game, having a blast, but it will fall to being just a casual 2nd game to play while on update day for a mmorpg with a more well developed endgame.

could you define that? what does someone have to do to be consider a "serious" pve'er

I believe what he means is there is no Gear progression, there is not a lot of dungeons and no raid content, and no DE's are not very much fun.  The main quest story line is pretty damn limited and the heart system of quests is boring.  People were like the quest system in GW2 is awesome you don't have the same boring quest hubs.  Uhm you go to a heart and then have to kill x things or gather x things with no story line to back it up, questing in GW2 is very weak.

Lol.

You guys really need to be spoon fed don't you? I wonder what would have happened had anet never placed the hearts in game. Which I truly wish it hadn't.

  meari

Novice Member

Joined: 4/14/12
Posts: 104

9/05/12 6:43:18 PM#137
Originally posted by RajCaj
Originally posted by meari
Originally posted by RajCaj

While I don't see GW2 sinking as fast as SW:TOR (no sub with GW2), it will struggle in the same areas that so many of the previous modern MMORPGs have.

 

GW2 is a really well put together game.  It lifted all the things that worked in WOW, Warhammer, Rift, etc., and put a spit shine polish on the product.  Well done ArenaNET

 

With that said....you're STILL running kill quests.  You're STILL running escort quests.  You're STILL running collect quests.  You're STILL getting chained along with quests, that serve as the primary vehicle improve your situation in the game.

 

For those that haven't played this kind of game for the last 7 years.....it's an amazing game, and should hold your interest for quite a while.  However, if you've been on the Linear progression MMO ride since the beginning of WOW.......the shiney wears off  rather quick.  The repetitiveness & same tired progression model smacks you in the face after only playing for a few days.

I'd just like to point out that Frodo and company went out on a quest, there were some collecting involved, a few escorts, some rescues and not to mention a whole heap of killing.

 

Seriously every story breaks down into some form of basic tasks. 

And how did LOTR MMO work out? heh

Seriously though, a quest is a goal to work towards.....and should mean something to you.  Frodo & company embarked on an epic quest that took a long time to complete, and had consequences of epic porportions. 

Modern MMO quests are miniscule and offer a few pieces of copper or a piece of trivial gear.....and you can do dozens of them in one sitting. 

The idea of questing is not the problem....the burn out is!  When I played Ultima Online, there really weren't any quests.  You made your own personal goal / quest.  Mine was to own a house.  It took me months of getting my characters abilities up to a point that I could actually start turning a profit from hunting....and then after I saved long enough, I could afford my first casa.  Then my quest changed....I wanted to decorate it with all kinds of rare items. 

When your quest is personal, and takes a long time to complete.....all the things you do in between seem less like your being lead around with a carrot, and more like a meaningful set of tasks to achieve some ends that you put a lot of value into.

 

Just my opinion anyways...

Then you're looking for a sandbox. You know GW2 is going to be a themepark, so why complain? Do you go to EVE and complain about a lack of crafted storyline?

Each is different and targets different groups. While I admire what EVE and AA are doing/trying to do, those are not games I will ever play because they're not for me.

Edit: Also, what made Frodo's quest epic and the DE chains in GW2 not? Which part about what I said that they had to collect, escort, kill things is incorrect? According to your standards, Frodo's quest is just the same thing.

  darkhalf357x

Hard Core Member

Joined: 1/25/12
Posts: 1041

I'm only playing the role chosen for me. Who you supposed to be?

9/05/12 6:47:46 PM#138
Originally posted by Hairysun

Will the rosy eyed fans soon realize that Guild Wars 2 is nothing more than the latest iteration of the standard themepark model, as was SWTOR?  Will the servers begin to show the lack of players resulting in server merges?  Will GW2 become old news as the next "latest iteration of the standard themepark model " sets a release date and starts the cycle all over?

 

YEPPERS!

 

You can count on it.  Over and over again........... I like to think "Woot!  No sub fee!"  However, sub fees are soon to be a thing of the past.  Only a Panda would pay a sub fee ...........

 

~Hairysun

 

 

I disagree. GW2 is a themepark but plays completely differently than SWTOR. That is a very important point.  Without going through all of the changes, the major one  that is obvious is you can EXPLORE GW2.  You cant do that with SWTOR.  Its a corridor, quest hub-based game.  The major difference is the way SWTOR plays is very similiar to EQ2 which is very similar to Vanguard which is very similiar to Rift.  Down to the hotbar and tab targetting.  Playing GW2 does not evoke memories of any of those games based on the action (yes tab targetted) combat.  Calling them the same just because both are themeparks is too generic to present a valid argument.

I dont know if GW2 will lack a healthy player base.  Honestly its very polished well made game that delivered on what it promised.  Will the playerbase subside?  Of course.  The game just launched.  I would presume those who rushed to max level, expected it to be 'the one', couldn't get over the lack of trinity, and those who simply disliked the game for personal reason will leave.  This will show a definite decline in the base but one that should be expected (for any new game or MMO that launches).

Longevity is another question we cant answer one week+ into launch.  To me it will come down to how often content is released as well as the updates ANet may have planned to keep the game fresh.  But they no doubt have a solid foundation to easily build from.

  darkhalf357x

Hard Core Member

Joined: 1/25/12
Posts: 1041

I'm only playing the role chosen for me. Who you supposed to be?

9/05/12 7:00:18 PM#139
Originally posted by grimal
Originally posted by Urko
 

The reason there isnt any need to form a physical group is down to the ingenuity of the game , where it recognises buffs and attacks as if the players were physically grouped , thats the beauty of the gameplay.

I felt really alone in SWTOR , i havent in this game from day 1, once you get piling into an event with a group of other players, they become your group.

I didnt feel any more alone in TOR than I have in other MMOs.  Could have been that I was playing with friends a lot of the time.  But as someone said in another thread, it's easier to play these games with friends going in than having to make friends in the game a lot of times.

Although I like the mob experience DEs give, it doesn't really feel like a group.  It feels almost in-between playing with other players and npcs...everything just becomes so chaotic with the overflow of action and lack of chatter amongst people.  It's a neat feature, but I'm not sure it's going to be the final solution to the grouping issues prevalent in MMOs these days.

But the grouping/social decline in MMOs as of late I think has more to do with the genre itself going mainstream and  being less of a roleplayers' niche than really a design issue.

Still enjoying the game, but I'm sure in several months time there will be a good percentage of the community saying this game was "fail" or it lacked in other ways.  It's the over-hyping of these games that really turns the community sour.

 

I guess the emphasis here is everyone feels something different when playing GW2.  For instance, when I experience a DE I feel like it is a group experience.  But then again I disliked the grouping mechanic is most other MMOs.  Does that make me wrong?

In terms of grouping/social, to me its just a reflection of the times.  Grouping was big in older MMOs partly because it was new.  It was great to play with someone else who was across the network and not on your couch.  Then it became a way to meet people and develop an online community.  I feel those days are (unfortunately) past.  Grouping today from my experience is about completing content either with friends or because it was developed to be done in a group. What I find interesting is even though the reason for grouping changed.  The way we group remained the same.

Where GW2 added value (to me) was the whole concept of not having to group (technically) to group.  If I want to run with a stranger to take on some mobs.  I dont have to 'select' anything.  I just start fighting with that person.  Something so simple, but you wonder why it was not ever implemented prior.  If I, or the other person doesnt want to 'group' we simply go our separate ways. Done deal. I dont need to 'talk' to someone to group with them.  Their actions speak for them.  Again nothing to do in the interface.  

Now Im aware there is a group mechanic that is closer to what we are used to in the past, but the point is the other option exists for those who enjoy to leverage it... myself included.

  Gaborik

Advanced Member

Joined: 2/10/08
Posts: 313

9/05/12 7:06:20 PM#140
Originally posted by RajCaj
Originally posted by meari
Originally posted by RajCaj

While I don't see GW2 sinking as fast as SW:TOR (no sub with GW2), it will struggle in the same areas that so many of the previous modern MMORPGs have.

 

GW2 is a really well put together game.  It lifted all the things that worked in WOW, Warhammer, Rift, etc., and put a spit shine polish on the product.  Well done ArenaNET

 

With that said....you're STILL running kill quests.  You're STILL running escort quests.  You're STILL running collect quests.  You're STILL getting chained along with quests, that serve as the primary vehicle improve your situation in the game.

 

For those that haven't played this kind of game for the last 7 years.....it's an amazing game, and should hold your interest for quite a while.  However, if you've been on the Linear progression MMO ride since the beginning of WOW.......the shiney wears off  rather quick.  The repetitiveness & same tired progression model smacks you in the face after only playing for a few days.

I'd just like to point out that Frodo and company went out on a quest, there were some collecting involved, a few escorts, some rescues and not to mention a whole heap of killing.

 

Seriously every story breaks down into some form of basic tasks. 

And how did LOTR MMO work out? heh

Seriously though, a quest is a goal to work towards.....and should mean something to you.  Frodo & company embarked on an epic quest that took a long time to complete, and had consequences of epic porportions. 

Modern MMO quests are miniscule and offer a few pieces of copper or a piece of trivial gear.....and you can do dozens of them in one sitting. 

The idea of questing is not the problem....the burn out is!  When I played Ultima Online, there really weren't any quests.  You made your own personal goal / quest.  Mine was to own a house.  It took me months of getting my characters abilities up to a point that I could actually start turning a profit from hunting....and then after I saved long enough, I could afford my first casa.  Then my quest changed....I wanted to decorate it with all kinds of rare items. 

When your quest is personal, and takes a long time to complete.....all the things you do in between seem less like your being lead around with a carrot, and more like a meaningful set of tasks to achieve some ends that you put a lot of value into.

 

Just my opinion anyways...

How did LOTRO work out?  Pretty dam# good if you must ask.  They are releasing another expansion next month, this expansion had the most pre-orders since Moria.  LOTRO is a very healthy game with one of the best communities and worlds of any MMO out today.  So hope that answered your question.    

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