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10/02/12 1:45:07 PM#41
I quit hunting in orr due to getting diminishing returns because everything there is a risen and you cant complete daily achievements on risen alone either.. This area is suppose to be tough and gritty and we are suppose to be outnumbered afterall its the bad guys backyard and i love that feeling but not all the time... Anet really needs to add more varied content similar to soundforge only just for level 80s to make this game more fun over the longhaul.. Playing GW2.. |
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10/02/12 1:48:16 PM#42
Originally posted by gessekai332 It sounds more like you are just going around blindly white knighting Arena Net, because the OP did not contain false information, simply an opinion based on observations. Observations that were confirmed by other posters in this very thread.
If you like a cluttered trash zone, thats your opinion. Some of us do not, which opens the doors for discussion, which fortunately shuts down others attempts (like your posts) to censor valid information. Want a nice understanding of life? Try Spirit Science: "The Human History" |
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10/02/12 3:04:46 PM#43
OP have you tried reasoning with them?
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10/02/12 3:09:15 PM#44
Originally posted by BadSpock Annoyance is subjective (well I suppose difficulty is as well really), but for me it is just tedious/annoying and not difficult in the slightest. Having mobs crammed in like sardines does not make it feel like a warzone.
The fact of the matter is you can quite easily move about without being at any risk of dying at all. But you are at constant risk of pull, get up and walk, pull, get up and walk, pull, get up and walk.
If people are being honest, pretty much anyone you see who is actually going somewhere and not farming, simply blasts past all the mobs. They get pulled/stuned and then just hit a debuff/buff, ignore all the mobs and charge on through. The sea of mobs adds nothing but an annoyance factor.
Well that's not strictly true, you can drag agro on top of people who are afk or farming nodes or stood too close to camp entrances. Funnily enough, as people just charge through everything, quite often you will see people dumping agro on people quite unintentionally. |
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10/02/12 3:37:41 PM#45
Perhaps the most ironic thing about this thread, is that if the OP ever got his wish about Orr, we'd likely see it followed up with a complaint about how easy to games' PvE is. You can't have it both ways. While there are parts of Orr that can get annoying (especially the ones with a lot of CC and jumping involved), it's all manageable if you know what you're doing. There are quite a few skills every class has to handle situations like that, and even ones that lack stability (necromancer) have other ways of running around freely with minimal trouble. It all comes down to knowing your skills, and using the right skills, traits, and weapons for what you wanna do. If you just wanna run around & gather, or get to someplace quickly without fighting, then equip the skills for it. Bring things like swiftness, stability, and teleport abilities to travel ground quickly. If you want to do Mass AoE damage, then spec for that instead. Every class can fulfill all these basic roles, and you don't need to spec into them for them to be effective. |
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10/02/12 3:49:21 PM#46
I agree to a large extent. In such a superb game, when one region bucks the trend and exhibits horrible design decisions for mob placement, density and difficulty, it really, really shows. I love the look of the environments in this region, so the environmental artists did their job well. Many of the DEs I've participated in have been fun, if they aren't suffering from the same over density flaw as the zone. However, the mob placement and density feel like a throw back to the worst of the old paradigm MMO grinders and is so comopletely incongruent to the rest of the game it's disheartening. Other games have successfully pulled off "masses of enemies" with out it being a massive headache for players. They've done so by designing enemies that are underpowered individually, but always attack as a group to provide a reasonable challenge. This gives the player the experience of fighting off waves and waves of enemies, with out it being a chore or annoyance, but rather providing an opportunity for the player to feel that their character has become pretty powerful. In Orr, you face lots and lots of enemies, but they are all full power, if not souped up due to massive amounts of crowd control, and the effect of massive numbers is provided mostly by mobs standing around in a mine field pattern, looking completely stupid in a game that usually provides much better context for it's mobs in their placement and activities. I haven't gotten to the final steps of the personal story, but it saddens me that this seems to carry over there as well. The Orr region needs a massive overhaul. Some mobs actually have proper placement and context within the environment. A design sweep should identify those and flag them as acceptable, then every other mob in the region should be deleted and placement begun afresh by the developers that have shown the most skill at natural, organic mob placement. I'd love to have roving mobs of undead that provide a proper level of difficulty for a swarm, to provide the feeling that Orr is literally swarming with undead. The rest of the mobs should be placed with the same care given to the rest of the game, not the "shot gun" pattern of mob dispersal that's the hallmark of poor game design. This will take time, but a mea culpa now, with an outline of changes to come, would go a long way with the community and greatly benefit the game. To be fair, some areas with in the region of Orr zones are fine, but by the time you reach the third zone, things have reached a critical mass of horrible. It's not like the entire region needs to be nuked and redesigned from scratch. However, it's clear that in the rush to launch the game, someone fell back completely into the old design paradigms that the game otherwise does such a great job of squashing. I've seen very, very few comments anywhere in support of the current zone design, it's close to universally panned in the community with even a marked absense of the typical L2P blowback such criticism usually attracts in other games. Want to know more about GW2 and why there is so much buzz? Start here: Guild Wars 2 Mass Info for the Uninitiated |
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10/02/12 3:56:34 PM#47
I like Orr. Loved the concept and design of this area. Those giant undeads are hilarious.
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10/02/12 4:54:59 PM#48
Originally posted by halflife25 Respawns and the static mobs are not what makes Orr difficult. They are however what make you think twice about running around in random directions. It's suppose to be an uphill battle. It's suppose to be difficult to move around for the Pact. It's suppose to be the main base of operations for an entire Undead army! The best part is 3/4 of Orr still isn't even in the game yet.. The events in Orr are crazy difficult to complete on your own for the most part. Try defend Shelter's Gate on your own when 4 Veteran casters come at the gate after 5 waves of 15+ undead wiped out the NPC's helping you. Try take the gates of Arah or the Temple of Melandru/Grenth with only 5 people.. it just isn't going to happen. It demands some sort of coordination. You can to a lesser degree zerg your way through parts of the zone but when it comes to the Temples and Arah I have seen the events fail horribly on numerous occassions. |
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10/02/12 5:33:36 PM#49
Originally posted by Zezda The Temples and Gates of Arah have nothing to do with the complaint about general mob placement. With regards to those though, ofc it is going to be more difficult to try and solo something that is meant to be done by a larger group. But if content is only difficult when you are trying to complete it with fewer people than originally envisioned, then something is clearly wrong.
General mob placement is the issue for some and it certainly doesn't make you "think twice". It just makes you press speed/debuff ability every so often, whilst rolling your eyes about the six pulls in succession that have never actually threatened to kill you, just get on your tit ends.
It isn't difficult to move around at all unless someone trains mobs onto you, or you fall asleep at the keyboard, so I am amazed anyone is dying in there outside of trying to solo champs or DE vets. Travelling through it though is quite often highly annoying.
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The times I die while traveling are few. It happens when I get knocked back into another group of mobs, mobs respawn while still fighting at the most inopportune times, people's trains add on to my fights, or I run into those sword/shield creatures that play pinball with me to death. Veterans I can usually handle, but sometimes find myself facedown. When I do die, though, I have a long trip back to where I died fighting the same mobs again every step of the way if the last waypoint is under contention. - Al Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse. |
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Elikal
Spotlight Poster
Joined: 2/09/06
“No path is darker then when your eyes are shut.” -Flemeth |
10/03/12 8:31:59 AM#51
I must say, those teeth-grinding last 10 levels from 70-80 are really, really tiresome. Fight, fight, fight... for every damn centimeter. Yes, there are other zones than Orr, but overall, where is the fun any beauty from the early levels? It's all serious, war-ish and deadly. Yes, I too feel worn out and tired of the fighting and the confounded difficulty of the last 10-15 levels. Why are they always catering some hardcore nuts? :( "Things weren't better in the past. But a lot of things were GOOD, and they would STILL be, if people had stopped the fuck messing around with them!" |
LOL I missed this one yesterday. I'll definitely give this a try :) I wonder if there is "risen armor" on the Trading Post... - Al Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse. |
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10/03/12 9:30:02 AM#53
When I first reached Orr, it was hell. Gone was the carefree, freeform wandering around. From the Straits of Devastation onwards, I had to fight for every step of progression all the way. Mobs everywhere, quick respawns and easy adds if I wasn't careful. The Orr zones seriously did have a different vibe to them. I started to despair and wonder if I'd really be able to finish them, if even traveling became such a fight all the time.
However, after a while I noticed that I adapted to that new rhythm. Became more alert while overviewing my surroundings, quicker in spotting safe spots, started to use the friendly NPC's as wandering safe places and mob shields, had my skills rdy for traveling and moving around that gave a boost of speed when needed or dealt with CC effects. In general, I changed my way of moving through zones until it was almost as free in operating in a zone as before, but in a different manner. In a way, it reminded me of EQ where after harsh lessons, you also adapted to learning how to move and behave in dungeons, traveling across giants' zones and other tight spots, until they became a new second nature. Sometimes you have to allow a new difficult situation time, for you to pick up and adopt ways to deal with it effectively, until you reach the point where they become second nature and you might look back after a while and wonder, 'was this and that what I was so hindered and beaten down by?' |
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10/03/12 9:55:33 AM#54
I think Orr is brilliant. It's a mad, chaotic scramble all the way and I love it. I'ts been done exactly the way it should be, considering it's the last area and the home of Zhaitan and his horde of risen followers. If Anet had made it any easier it would be just another boring MMO. I don't think you need to be some "hardcore nutcase" to be able to cope with Orr, you just need to be awake and looking at your screen. |
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10/03/12 11:32:07 AM#55
One does not simply walk into Orr.
I can't believe no one has said that yet. That being that, I love it on my mesmer. Greatsword with scepter/pistol works rather well for me, enough for 100% completion on all of Orr and only Arah to do to finish the story. (Just waiting for a sufficient window of time there...) The undead everywhere are a challenge, and seeing, for example, a Champion Risen Giant or the like and knowing that I need to stay aware or he'll do unpleasant things to me... yeah, good stuff. It's not your typical MMO PvE set of zones, that's for sure. Only thing I'd recommend to the OP is to bring a friend to help along.
Oh... beware the undead chickens. |
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10/03/12 11:35:28 AM#56
Originally posted by DMKano You could if you built him defensively, but you're more than likely rolling as a GS HB/Frenzy Warrior or Evis Warrior. My warrior can easily take on four-five Orr mobs simultaneously and never drop below 50%. |
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10/03/12 11:36:31 AM#57
Originally posted by Volkon Just move back after they die lol, they explode a second and a half after they die. Like a grenade without the pin or plunger attached. |
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lol Good one :) Maybe they could put a catapult in Fort Trinity that would sling you where you needed to go for the storylines... Boromir's Bright Idea - Al Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse. |
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10/03/12 11:45:28 AM#59
If orr ever become's easy enough that I can meander up to the gates of Arah while eating fried orrian chicken, I will more than likely quit playing for a long time. I believe in a interview or comicon event, they stated orr was supposed to be lilke invading normandy during WW2, I really doubt they had safe place's back then. For me I love the challenge of Orr, well except the temple of Lyssa event, which is more of a people problem.
P.S. My 1st day in Orr I had 15 silver repair bill total while i was in green's. And I loved every minute of the hellish challenge. |
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10/03/12 12:09:25 PM#60
Originally posted by Elikal Frostgorge sound? Any dungeon? Any lower level zone (slower leveling, but leveling)? WvW? I really don't think GW2 caters to hardcore nuts, at least not exclusively. Yes, there are some hardcore zones, but there are PLENTY of casual zones...like the majority of the game. I could see complaining if the game content was ONLY hardcore stuff, or the vast majority of it was...but that's just not the case. So you really seem to be complaining that hardcore areas exist, which I think is kind of silly. Personally, I'm glad that there is some hardcore content...it gives me a chance to really put my skills at build to the test. I would be bored to death if all of the content in the game was easy enough that you could half-AFK it. Are you team Azeroth, team Tyria, or team Jacob? |
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