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Guild Wars 2

Guild Wars 2 

General Discussion  » Some questions before i buy it...

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  ChromeBallz

Advanced Member

Joined: 5/31/04
Posts: 277

 
OP  10/14/12 8:16:47 PM#1

Just a few questions i hope i can get an answer to before i go out and buy the game.

1) Are there invisible walls - Or rather, are they omnipresent in the game? Does it ever stop you from going anywhere when you're just trying to hop along a path or what looks like a steep incline? Comparing it to WoW (which has virtually no invisible walls, the ones that are there are usually out of reach), how good or bad is it? Guild Wars 1 is an example of what i mean with 'bad' by the way, where you run up to the things constantly. The most important thing here is whether i'm constantly going to be stopped when i'm trying to explore the world, and i can't get up an obvious path that's blocked off by an invisible wall.

2) What are the options for customizing your character, mechanically? Is it only items and skills, or are there talents, glyphs or stats (ala wow and diablo 2) you can customize? Is the only mechanical difference between one warrior and the next the weapon and the skills they have equipped or is there more?

3) How fast is levelling? I'm going to play with at least 1 more, and i don't want to rush to 80. We want to take our time and just have fun along the way. Is the game made in such a way that levelling goes quickly regardless of what you do or does it allow you to take it easy?

4) Are the zones as big as they look? I'd like the game to really 'feel' big - That there are areas in the game where i don't feel i HAVE to go in order to get everything, if you know what i mean. Like in WoW, if you pass an area you didn't have to be before you immediately start thinking about what quest you missed or are going to get, this feels pretty annoying to me since it holds the world back from 'coming alive'.

5) It might seem like an irrelevant question to most, but can you go into houses and buildings, or are most of them locked off? I hate how especially Korean games never actually let you go inside anything unless it's a massive castle with a 15 square mile throneroom.

6) On a scale of 1 to 10, how "open" and fleshed out is the world? 1 being something like a Korean game with a mostly featureless landscape with little to no small details and pretty much 0 buildings you can go into, 10 being like Skyrim where everything is handplaced, handcrafted and there's pretty much nothing you can't explore or go into, and there's no mountain you can't climb.

7) On a scale of 1 to 10, how consistent is the world? 1 being the schizophrenic WoW style where one zone flows into the next like a brick through a wall of wodkabottles, to 10 being like (again) Skyrim where all the areas blend into one another so seemlessly that the world truly feels like it's one big place.

8) Will there be any world customization at any point? With this i primarily mean player housing, but also guild housing, fortresses or anything else managed by players, instanced or not.

The game world is very important to me. As you may have suspected, i'm looking for an MMO that comes as close to an Elder Scrolls game as possible as far as exploration and the feel of the world goes. The game has to feel consistent across the board, not just within a zone or dungeon, and it has to offer something beyond the beaten path, something that rewards you for thinking "i wonder whether i can get up there". I already saw some jumping puzzles in GW2, but they look rather artificial for this purpose - I wonder if there's more that isn't explicitely designed to be explored, but the game lets you do it anyway.

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  User Deleted
10/14/12 8:33:05 PM#2
Originally posted by ChromeBallz

Just a few questions i hope i can get an answer to before i go out and buy the game.

1) Are there invisible walls - Or rather, are they omnipresent in the game? Does it ever stop you from going anywhere when you're just trying to hop along a path or what looks like a steep incline? Comparing it to WoW (which has virtually no invisible walls, the ones that are there are usually out of reach), how good or bad is it? Guild Wars 1 is an example of what i mean with 'bad' by the way, where you run up to the things constantly. The most important thing here is whether i'm constantly going to be stopped when i'm trying to explore the world, and i can't get up an obvious path that's blocked off by an invisible wall.

2) What are the options for customizing your character, mechanically? Is it only items and skills, or are there talents, glyphs or stats (ala wow and diablo 2) you can customize? Is the only mechanical difference between one warrior and the next the weapon and the skills they have equipped or is there more?

3) How fast is levelling? I'm going to play with at least 1 more, and i don't want to rush to 80. We want to take our time and just have fun along the way. Is the game made in such a way that levelling goes quickly regardless of what you do or does it allow you to take it easy?

4) Are the zones as big as they look? I'd like the game to really 'feel' big - That there are areas in the game where i don't feel i HAVE to go in order to get everything, if you know what i mean. Like in WoW, if you pass an area you didn't have to be before you immediately start thinking about what quest you missed or are going to get, this feels pretty annoying to me since it holds the world back from 'coming alive'.

5) It might seem like an irrelevant question to most, but can you go into houses and buildings, or are most of them locked off? I hate how especially Korean games never actually let you go inside anything unless it's a massive castle with a 15 square mile throneroom.

6) On a scale of 1 to 10, how "open" and fleshed out is the world? 1 being something like a Korean game with a mostly featureless landscape with little to no small details and pretty much 0 buildings you can go into, 10 being like Skyrim where everything is handplaced, handcrafted and there's pretty much nothing you can't explore or go into, and there's no mountain you can't climb.

7) On a scale of 1 to 10, how consistent is the world? 1 being the schizophrenic WoW style where one zone flows into the next like a brick through a wall of wodkabottles, to 10 being like (again) Skyrim where all the areas blend into one another so seemlessly that the world truly feels like it's one big place.

8) Will there be any world customization at any point? With this i primarily mean player housing, but also guild housing, fortresses or anything else managed by players, instanced or not.

 

The game world is very important to me. As you may have suspected, i'm looking for an MMO that comes as close to an Elder Scrolls game as possible as far as exploration and the feel of the world goes. The game has to feel consistent across the board, not just within a zone or dungeon, and it has to offer something beyond the beaten path, something that rewards you for thinking "i wonder whether i can get up there". I already saw some jumping puzzles in GW2, but they look rather artificial for this purpose - I wonder if there's more that isn't explicitely designed to be explored, but the game lets you do it anyway.

1) A few, but not many. Most of the time, the terrain does a good job of steering you away from any such 'invisible wall'. However, I've run into a few

 

2) There are tons of customizations outside of weapon skills. There are the heals, the utility skills, the elites. Then there are  runes, sigils and gems. There are dyes and town clothes and from 1-79, easily acquired transmutation stones. Lev80 items use a higher quality of transmutation gem that are very rare drop or purchased from the store. There are NOT as many armor styles as GW1 and unlike GW1, the stats vary across types. I prefer the old GW1 way.

 

3) Levelling is pretty fast. 1-15 seems to be pretty average levelling experience. 15-30 seems to sort of slow down. I don't know why. It could be perception, but I don't think so. I remember the 15-25 zones in particular being a chore. After you hit 30,  the pace seems to snowball faster and faster.

 

4) The zones are deceptive. They're big when you're on the west side and you want to be on the east side for a DE or something. However, they're not quite as big as the size of the worldmap seems to imply. The zones themselves are wide open for the most part, unlike say SWTOR. However, the zones are instanced, like planets in SWTOR, and there's usually only a handful of portals to different zones in each zone.

 

5) This is hit or miss. It largely depends on your race/city. Divinity's Reach has a lot of buildings and stuff you can go in as does the 'home' instance inside of it. Hoelbrak has a lot of structures you can enter, but the 'home' instance is a large meadhall.

 

6) This is also hit or miss. The Syvlari lowbie areas are pretty cool. The human lowbie areas are boring as all hell. The Charr areas seem to be the 'best' in terms of what you're describing. I'd give it a 6 overall.

 

7) This is a peeve of mine. The human areas are BORING. The Syvlari  areas are VERY cool as are the Charr. Once you get out of the 15-25 zones for each, you begin to be dumped more and more into 'common' levelling areas. These are sometimes very cool and sometimes blase. Again, the Charr areas seem to be the most engaging. Probably anothe 6 overall.

 

8) Not in the game currently unless you count guild claiming things in WvWvW, which I wouldn't. They have stated this is an intended feature we'll see at some future date.

 

The game world is NOT as open as WoW's, but is certainly not noticeably as 'on rails' as SWTOR's. Graphically, it's GORGEOUS. Much prettier than anything in WoW or SWTOR.

 

You know, if I had to liken it to any other themepark's world design, I'd say it was closest to LOTRO.

  L0C0Man

Hard Core Member

Joined: 1/30/09
Posts: 960

10/14/12 8:56:46 PM#3

1. So far I've encountered only two invisible walls that couldn't be explained by a steep incline or other geographical feature, and both times are when trying to swim out to the sea. I'd say it feels a lot like WoW in that sense, but of course more restrictive because areas are zoned (so you need to portal to go from one area to the next) so the surrounding area is blocked, but so far haven't found any instance (except for those I mentioned before) where the terrain tells me I could go on but an invisible wall doesn't let me.

2. There's also traits in different areas depending on class that can alter how skills work (things like, for example, add extra effects like burning to some attacks, do an AoE when your health reaches X%, and things like that). Basically you have 6 trait lines for each class, you get 70 trait points you can earn (one for each level starting at level 10), and you can apply them to any of the lines, every line increases a certain stat the more points you put there, 30 points being the max you can put on a particular line. At 5, 15 and 25 points you get minor traits that are predetermined for each line, and at 10, 20 and 30 you get a major trait that can be picked from a list (IIRC there are 12 possible traits for each line, you can pick up to 3). Plus you get your stats in gear, and usually each piece of gear has a slot for a rune or sigil. Also some of those give extra effects or stats depending on how many you have of them (kinda like set bonuses in WoW)

3. Leveling can be very fast or very slow, depending on how you go about it. There were people that got to level 80 in 3 days, I've been playing since release and have one level 53 and one level 20 so far. There's still lots to go when you reach 80, though, since you still get XP but you get skill points when you "level", so you still need to keep "leveling" if you want to buy more skills, the top tier of elite skills cost 30 points, and the best gear in game needs skill points to craft as well. Also this game is perfect for playing with other people, if you level too fast you can go back to play with your friend and you'll be de-leveled to the area level, so you don't overpower him much (you'll still be a bit more powerful due to better gear).

5. In my experience, depends on the area. You can go into buildings where it makes sense. For example, in human cities it's common to see lots of locked doors while you can go into stores and public areas, but don't really remember seeing any closed doors in sylvari or norn cities, for example.

6. I'd put it on a 8. There are of course areas you can't go into because of the zoned nature of the game, but there's a LOT to explore, and a lot of interesting things to see, plus one of the selling points of the game (and something I've found to be true so far) is that if you see something off in the distance, chances are it isn't just decoration, but somewhere you can actually go to.

7. Again, 8. You won't find things like in WoW where you can go from a desertic area to a lush jungle and then to a snowy area, mostly the world makes sense. I lowered it from a 10 because it's not as open since you do have to go trough portals.

8. Guild halls are planned, but most likely they'll be instanced and separated from the world like in GW1. Also once you capture a keep or structure in WvW with your guild, you can display its banner on it (limited to 1 structure per guild) Other than that, probably not, but we don't know for sure.

What can men do against such reckless hate?

  AlBQuirky

Spotlight Poster

Joined: 1/24/05
Posts: 3481

Tomorrow's just a future yesterday...

10/15/12 12:03:46 AM#4


Originally posted by ChromeBallz
Just a few questions i hope i can get an answer to before i go out and buy the game.

1) Are there invisible walls



There are invisible walls, but not very many. You really have to push to the edges of the zones to find them.


Originally posted by ChromeBallz
2) What are the options for customizing your character, mechanically?

Your character's choice of weapons is the main thing. You also have skills and traits that you can customize your character with.


Originally posted by ChromeBallz
3) How fast is levelling?

Leveling is very fast. Almost everything you do gives you XP (fighting, crafting, gathering for crafting, exploring, daily achievements to name a few). It adds up quickly. I would estimate maybe 100-150 hours of playing to reach 80 casually on one character.


Originally posted by ChromeBallz
4) Are the zones as big as they look?

The zones are good size. There are waypoints all over the zones for quick travel that can make them seem smaller, though.


Originally posted by ChromeBallz
5) It might seem like an irrelevant question to most, but can you go into houses and buildings, or are most of them locked off?

Some shops, bars, and "public buildings" are open. If the door is open, you can enter. Some others are instanced areas, like the Queen's Throne Room in the human city of Divinity's Reach.


Originally posted by ChromeBallz
6) On a scale of 1 to 10, how "open" and fleshed out is the world?

I would say 7 or 8. The zones are quite open and fleshed out, I think. I never got the feeling that they ever thought, "Oh! Better put something over here." The zones make sense and there are caves in the mountains :)


Originally posted by ChromeBallz
7) On a scale of 1 to 10, how consistent is the world?

I would give this one an 8. The zones make sense between themselves. There is no running from a snow capped mountainous zone into a desert zone. If there is some variance between the zones, it happens gradually. Say you run from a snowy area into a more moderate zone. The moderate zone may start out with a little snow and mountains and gradually slope into the more moderate valley of the new zone.


Originally posted by ChromeBallz
8) Will there be any world customization at any point?

They say there should be sometime in the future. Right now, no world customization exists.

- 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.
- FARGIN_WAR

  fiontar

Novice Member

Joined: 4/07/04
Posts: 3713

10/15/12 12:26:01 AM#5
Originally posted by ChromeBallz

Just a few questions i hope i can get an answer to before i go out and buy the game.

1) Are there invisible walls - Or rather, are they omnipresent in the game? Does it ever stop you from going anywhere when you're just trying to hop along a path or what looks like a steep incline? Comparing it to WoW (which has virtually no invisible walls, the ones that are there are usually out of reach), how good or bad is it? Guild Wars 1 is an example of what i mean with 'bad' by the way, where you run up to the things constantly. The most important thing here is whether i'm constantly going to be stopped when i'm trying to explore the world, and i can't get up an obvious path that's blocked off by an invisible wall.

There are some invisible walls, but only were there is a very good reason for them being there. The terrain is very navigable, though some terrain is steep enough not to climb, there are very, very few places in the world where the terrain should be climbable is not due to an invisible world. None of the frustrations seen in GW1.

2) What are the options for customizing your character, mechanically? Is it only items and skills, or are there talents, glyphs or stats (ala wow and diablo 2) you can customize? Is the only mechanical difference between one warrior and the next the weapon and the skills they have equipped or is there more?

Weapon selection determines your first five skills. Then you have a healing skill slot, three utility slots and an elite skill slot. You earn skill points playing the game, which can be used to unlock skills to fill those 6-10 slots. You don't allocate attribute points directly through the leveling process. There are four major attributes and a number of minor ones. Armor, weapons and trinkets all can contain bonuses to the various attributes. A fair portion of the progression/customization takes place in Traits. Each profession has five trait lines. You gain one trait point for each level from 11-80. Trait point lines each have two bonuses to attributes provided by each skill point spent there, plus each traigh line has up to three fixed and three selectable Traits that provide some direct impact to the way the profession plays.

It's a simple system to learn, but there is also a lot of depth and room for build customization. You could have a party of five players with the same profession and have them play very differently based on the overall character build.

3) How fast is levelling? I'm going to play with at least 1 more, and i don't want to rush to 80. We want to take our time and just have fun along the way. Is the game made in such a way that levelling goes quickly regardless of what you do or does it allow you to take it easy?

There is a leveling curve to level 20, then the leveling curve goes flat, with each level from 20 to 80 taking about the same amount of time. The game features level scaling, where you are scaled down in level, (though you never lose access to skills or traits you've allocated). Playing in lower level areas can be a bit less efficient than playing at level content, but not so much so that lower level content is pointless. Taking the most efficient leveling path to 80 may take ~110 hours total, but if you really take time to explore the world as you go and don't always rush to tackle the highest level content open to you, it can take a fair bit longer. I mix approaches and it's taken me about 135 to reach level 80 with a character.

If you enjoy playing in the world, exploring and experiencing all the game has to offer, level scaling allows you to keep playing after reaching the level cap. You still earn XP and after each level's worth or XP, you earn another skill point, which can be used as a form of currency for components used in making some of the rarest gear in the game. (Obtaining basic, max stat level 80 gear isn't overly difficult, but the game offers items with rarer skins for those who want to grind for hard to achieve status items).

I got my first character to 80 in 135 hours, but have logged over 200 hours with her just exploring, gathering and hunting in the game world. There is a lot more content in the game than you need to reach the level cap, which provides great replayability for those who like alts and a lot of additional content for those who want to keep playing a single character beyond the level cap.

(I play the game almost like a mix of MMO and Skyrim. Level scaling gives you huge freedom to just live in the broader world once you hit the cap).

I've said before, this is a game where there is no need to rush to the cap, but there is also no downside if you do get there "quickly". If you can adopt a frame of mind that isn't entirely progression related, but rather experiential in looking for ways to enjoy playing in the game world, the game can be very open ended and reaching the level cap just means the entire game is open to you.

4) Are the zones as big as they look? I'd like the game to really 'feel' big - That there are areas in the game where i don't feel i HAVE to go in order to get everything, if you know what i mean. Like in WoW, if you pass an area you didn't have to be before you immediately start thinking about what quest you missed or are going to get, this feels pretty annoying to me since it holds the world back from 'coming alive'.

The zones are big and they feel even bigger. The game does offer rewards for "zone completion". This entails visiting a number of market Points of Interest, Way Points, Tasks, Skill Point Challenges and Vistas. However, you can chose not to focus on playing around a zone checklist and just explore in a natural manner. Even with my character with 200+ hours, I only have about 60% world completion. The XP and coin rewards for zone completion scale up to your actual level, so it can actually be beneficial to not focus on zone completion everytime you enter a zone.

For the first ten levels, or so, your chose in charting your path through the world are horizontal, rather than vertical. There are five racial zones for levels 1-20 and you have easy transit to the areas of the other races. I usually mix and match content for two or three zones for the first 20 levels. if you want to focus just on one racial zone to start and also do your Personal Story along the way, (as well as gathering resources from gathering nodes, which awards healthy XP.

From level 10 on, there is so much more content than you need to level that, combined with level scaling, you gain more and more freedom of where to go and what to do that it can actually seem a bit overwhelming. I often find myself playing in zones below my level while leveling, rather than chasing the highest level content I can manage. Even though there is a less adventurous progression path available for those who want it, people willing to take a more free form, exploration centric approach are greatly awarded for the approach.

5) It might seem like an irrelevant question to most, but can you go into houses and buildings, or are most of them locked off? I hate how especially Korean games never actually let you go inside anything unless it's a massive castle with a 15 square mile throneroom.

Many buildings out in the world can be entered, but the larger the concentration of buildings in one area, the more of them that are likely to be locked off. I find the balance to be a good one.

6) On a scale of 1 to 10, how "open" and fleshed out is the world? 1 being something like a Korean game with a mostly featureless landscape with little to no small details and pretty much 0 buildings you can go into, 10 being like Skyrim where everything is handplaced, handcrafted and there's pretty much nothing you can't explore or go into, and there's no mountain you can't climb.

Maybe an 8.5. The developers take great pride in the environments being hand crafted and highly detailed. Most places away from the edged of the rather large zones can be climbed/explored, but each zone is self contained, so there are some places along the borders than may not be explorable. (However, some of the better hidden areas for explorers to find, caves, tunnels, mini-dungeons and jumping puzzles can be found near the zone borders, (as well as deeper into the zone), so though you can't climb up somewhere and see into the next zone, there are places worth finding every where with in a zone, even close to the edges.

I spend a fair amount of my time playing the game the same way I would play Skyrim and the level of detail is very impressive for such a massive world.

7) On a scale of 1 to 10, how consistent is the world? 1 being the schizophrenic WoW style where one zone flows into the next like a brick through a wall of wodkabottles, to 10 being like (again) Skyrim where all the areas blend into one another so seemlessly that the world truly feels like it's one big place.

There are 26 huge PvE zones, excluding the large to massive cities. The world contains maybe six or seven "Regions" that share some elements along the same theme, as well as being located in the same geographical region of the world. Each zone in a region is usually distinctive in some way from others in the region, but they also have logical congruency. So, there is variety, but it is far from the quilt work mash up that Vanilla WoW was, where bordering zones could feel like they were in a different universe.

Zone design is very similar to Skyrim. There can be some variety in locales with in a zone, but everything in the game feels like it makes up one coherent game world.

8) Will there be any world customization at any point? With this i primarily mean player housing, but also guild housing, fortresses or anything else managed by players, instanced or not.

Nothing currently. There will eventually be player housing and guild housing, but no details. There is no ability to build structures in the environment. World vs. World vs. World objective based PvPvE takes place in a seperate region from the rest of the game world. This area, The Mists, is made up of four massive game zones. Each game server competes against two others for a week or two before new matchups are determined. Forts, towers, resource camps, etc... can be captured by a world and upgraded via currency and supply from the supply camps. Siege Engines can be build almost any where in the massive environment. Guilds can claim a tower, keep or camp and recieve a bonus for doing so. So, structures can be captured and "owned" in WvW, but there are no defensive structures that can be built free-form.

 

The game world is very important to me. As you may have suspected, i'm looking for an MMO that comes as close to an Elder Scrolls game as possible as far as exploration and the feel of the world goes. The game has to feel consistent across the board, not just within a zone or dungeon, and it has to offer something beyond the beaten path, something that rewards you for thinking "i wonder whether i can get up there". I already saw some jumping puzzles in GW2, but they look rather artificial for this purpose - I wonder if there's more that isn't explicitely designed to be explored, but the game lets you do it anyway.

For me, GW2 is the closest to the form of game world you describe to be found in any MMO. I honestly do spend a large portion of my time playing this game just like a massive Skyrim. In fact, I think it really shines for those players willing to approach the game more in the manner you would approach a game like Skyrim and a bit less like you would approach a traditional MMO.

 

Want to know more about GW2 and why there is so much buzz? Start here: Guild Wars 2 Mass Info for the Uninitiated

  Lord.Bachus

Elite Member

Joined: 5/14/07
Posts: 8885

I believe in life before death... So dont forget to enjoy it while you still can.

10/15/12 12:53:54 AM#6
Originally posted by ChromeBallz

Just a few questions i hope i can get an answer to before i go out and buy the game.

1) Are there invisible walls - Or rather, are they omnipresent in the game? Does it ever stop you from going anywhere when you're just trying to hop along a path or what looks like a steep incline? Comparing it to WoW (which has virtually no invisible walls, the ones that are there are usually out of reach), how good or bad is it? Guild Wars 1 is an example of what i mean with 'bad' by the way, where you run up to the things constantly. The most important thing here is whether i'm constantly going to be stopped when i'm trying to explore the world, and i can't get up an obvious path that's blocked off by an invisible wall.

Almost none, not even at seas, as you mostly cant reach them... on top of that there are a lot of spots you can reach, which would be impossible to reach in other games.

2) What are the options for customizing your character, mechanically? Is it only items and skills, or are there talents, glyphs or stats (ala wow and diablo 2) you can customize? Is the only mechanical difference between one warrior and the next the weapon and the skills they have equipped or is there more?

You can custom every item with an addon. You can customise your skills (choose a skillset) and you can customise your traits in such a way that the whole purpose and way you play a character totally changes.

3) How fast is levelling? I'm going to play with at least 1 more, and i don't want to rush to 80. We want to take our time and just have fun along the way. Is the game made in such a way that levelling goes quickly regardless of what you do or does it allow you to take it easy?

Leveling takes about 1 to 2 hours a level and is linear from level 15, which means all levels take about as long.  There is no need to rush, so much to see and do, and you will never outlevel a zone, as you level addapts to the zones you play in.

4) Are the zones as big as they look? I'd like the game to really 'feel' big - That there are areas in the game where i don't feel i HAVE to go in order to get everything, if you know what i mean. Like in WoW, if you pass an area you didn't have to be before you immediately start thinking about what quest you missed or are going to get, this feels pretty annoying to me since it holds the world back from 'coming alive'.

To me zones feel huge, vibrant and alive. You can allways return to zones and do those quests, because you addapt to the level of that zone

 

5) It might seem like an irrelevant question to most, but can you go into houses and buildings, or are most of them locked off? I hate how especially Korean games never actually let you go inside anything unless it's a massive castle with a 15 square mile throneroom.

Some have closed doors, others are wide open, even very small ones.

6) On a scale of 1 to 10, how "open" and fleshed out is the world? 1 being something like a Korean game with a mostly featureless landscape with little to no small details and pretty much 0 buildings you can go into, 10 being like Skyrim where everything is handplaced, handcrafted and there's pretty much nothing you can't explore or go into, and there's no mountain you can't climb.

Lets make that a 9, because there are zone borders with a small loadingtime

7) On a scale of 1 to 10, how consistent is the world? 1 being the schizophrenic WoW style where one zone flows into the next like a brick through a wall of wodkabottles, to 10 being like (again) Skyrim where all the areas blend into one another so seemlessly that the world truly feels like it's one big place.

  

Lets make that a 9, because there are zone borders with a small loadingtime

8) Will there be any world customization at any point? With this i primarily mean player housing, but also guild housing, fortresses or anything else managed by players, instanced or not.

Maybe in the future but not right now.

 

 

The game world is very important to me. As you may have suspected, i'm looking for an MMO that comes as close to an Elder Scrolls game as possible as far as exploration and the feel of the world goes. The game has to feel consistent across the board, not just within a zone or dungeon, and it has to offer something beyond the beaten path, something that rewards you for thinking "i wonder whether i can get up there". I already saw some jumping puzzles in GW2, but they look rather artificial for this purpose - I wonder if there's more that isn't explicitely designed to be explored, but the game lets you do it anyway.

To me the game world is the best ever created.  Its vibrant alive and feels like a living place, espescially the dynamic events make sure to live things up.

Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)

  evolver1972

Novice Member

Joined: 3/18/11
Posts: 1126

What is "real"? How do you define "real"?

10/15/12 1:03:24 AM#7

Instead of not really adding to what everyone else has said (already some really good posts on the subject), I'll ask you this:

 

Do you worry this much over paying $60 for a single player game?  Would you ask the same questions of a game like Skyrim or KOTOR?

 

Either way, I think GW2 is more than worth the $60.  And there is no subscription.  So basically, it's a AAA MMO for the same price as a SPRPG.  I don't think you can go wrong there.   On top of that, it's got more content than even Skyrim has.  And way more than COD: Black Ops would ever dream of having.

You want me to pay to play a game I already paid for???

Be afraid.....The dragons are HERE!

  Dulu

Novice Member

Joined: 2/09/06
Posts: 59

10/15/12 1:07:01 AM#8
Originally posted by evolver1972

Instead of not really adding to what everyone else has said (already some really good posts on the subject), I'll ask you this:

 

Do you worry this much over paying $60 for a single player game?  Would you ask the same questions of a game like Skyrim or KOTOR?

 

Either way, I think GW2 is more than worth the $60.  And there is no subscription.  So basically, it's a AAA MMO for the same price as a SPRPG.  I don't think you can go wrong there.   On top of that, it's got more content than even Skyrim has.  And way more than COD: Black Ops would ever dream of having.

 

 

It's really not a triple A MMO.

 

It lacks the depth of EQ, DAoC, WoW. It's really just a shallow, boring grind to 80, and some woefully boring PvP.

 

But, it plays smooth, and has beautiful graphics. Much like dating a gorgeous model, who doesn't speak your language. All of the aesthetics are there, but there is no substance.

 

Your money is best spent else-where. [mod edit]

  ZigZags

Novice Member

Joined: 9/23/10
Posts: 347

10/15/12 1:13:18 AM#9
Originally posted by xmenty
Originally posted by Dulu
 

 

It's really not a triple A MMO.

 It lacks the depth of EQ, DAoC, WoW. It's really just a shallow, boring grind to 80, and some woefully boring PvP.

 But, it plays smooth, and has beautiful graphics. Much like dating a gorgeous model, who doesn't speak your language. All of the aesthetics are there, but there is no substance.

 Your money is best spent else-where. The servers are already being merged due to lack of a population.

Whoa WOW player awesome comment on GW2, lol.

He's right. Its not a AAA MMO and rather than wasting time answering each of your questions, I can tell you right off the bat that you will probably find the game enjoyable for about a month, tops.

 

Its a theme park MMO in a genre where at least 3 games I can think of do it better.

Now: Skyrim
Later: ?
Played: M59, UO, EQ, Runescape, DAOC, SB, EQ2, WoW, EVE, Darkfall, AoC, FFXI, FFXIV, WAR, SWTOR
BOYCOTTING: EA/BioWare/Origin/SOE

  User Deleted
10/15/12 1:23:20 AM#10

In terms of what the OP is describing, I think GW2 may be the game for him.

 

Considering he said he's playing with another - I assume a husband/wife type deal - a good leveling experience is what he's looking for.

 

He's in luck - GW2 has great leveling (if nothing else...) and exploring is pretty well done as well.

  xmenty

Apprentice Member

Joined: 5/22/10
Posts: 693

10/15/12 1:26:58 AM#11
Originally posted by ZigZags
Originally posted by xmenty
Originally posted by Dulu
 

 It's really not a triple A MMO.

 It lacks the depth of EQ, DAoC, WoW. It's really just a shallow, boring grind to 80, and some woefully boring PvP.

 But, it plays smooth, and has beautiful graphics. Much like dating a gorgeous model, who doesn't speak your language. All of the aesthetics are there, but there is no substance.

 Your money is best spent else-where. The servers are already being merged due to lack of a population.

Whoa WOW player awesome comment on GW2, lol.

He's right. Its not a AAA MMO and rather than wasting time answering each of your questions, I can tell you right off the bat that you will probably find the game enjoyable for about a month, tops.

 Its a theme park MMO in a genre where at least 3 games I can think of do it better.

I was wondering what is your definition of a AAA MMO?

 

Pardon my English as it is not my 1st language :)

  Myrdynn

Advanced Member

Joined: 3/25/07
Posts: 1453

10/15/12 1:40:10 AM#12

I can Answer

A AAA MMO has customer support, something sorely lacking in GW2, at least it was the first month then I gave up trying to get any response.  It also fixes bugs, exploits and patches in a timely manner.

GW2 IMO is a AA MMO

 

  ZigZags

Novice Member

Joined: 9/23/10
Posts: 347

10/15/12 2:20:20 AM#13
The definition of triple A is a game that brings innovation and new features with top of the line graphics and replayability that appeals to enough people to bring a healthy profit over the long run. A game that overcomes the initial hype and release period of a game's release. (first 12 months)

Since the GW2 fanaticism will die off significantly over the next few months as it gas already started. I would not call GW2 a AAA mmo. Also GW2 did not innovate enough, is f2p and theme parks are losing their appeal greatly.

The next AAA mmo will be a lot different from what we're used to.

Now: Skyrim
Later: ?
Played: M59, UO, EQ, Runescape, DAOC, SB, EQ2, WoW, EVE, Darkfall, AoC, FFXI, FFXIV, WAR, SWTOR
BOYCOTTING: EA/BioWare/Origin/SOE

  alf2ooo

Advanced Member

Joined: 7/31/08
Posts: 151

10/15/12 2:28:59 AM#14
Rabble rabble rabble rabble.
  Xasapis

Tipster

Joined: 1/12/07
Posts: 5610

10/15/12 2:33:52 AM#15

1.

I don't think you'll notice any invisible walls, unless you try to reach certain vistas from a ... unusual ... aka not intended path. Generally you'll follow the natural land limitations, which depend on territory. Underwater exploration adds another element and so do reaching hard to reach places. You can't really compare it to WoW, because in WoW flying anywhere is a form of cheating your way to anywhere that does't exist in GW2. GW2 is nothing like GW1 regarding invisible walls and a lot of other things. If you want to think GW2 as a evolution of something, I'd go with Warhammer.

2.

The first 5 abilities (buttons 1-5) are hardcoded to the weapon you have equipped. You can equip two weapons swappable in combat, out of a colleciton of 4-5 (When talking about 1H weapons, the main dictates the first 3, the off-hand the other 2). Beyond that you get an extra 5 abilities (buttons 6-0) that you can pick yourself and another 3 (buttons F1-F3) that are dictated by your build. You are given 80 points to distribute in a talent like system, although only the incements of five really matter.

The aquatic combat has its own set of 1-5 abilities, though the selection of weapons is more limited.

3.

Levelling is extremely fast. In fact, if you have all the materials for it, you can level to max in a day just from crafting. For new characters levelling is still pretty fast, especially if you combine adventuring with crafting. Ultimately your level doesn't matter, because you're downlevelled when you enter a low area (say you're level 50, when you return to a starter level 5 area, the game downscales you back to level 7 or so). The downscalling is sort of percentage based, so max level characters with best gear will be extremely powerful compared to their actual counterparts, so the game will be a lot easier for them, just not completely trivialised.

Drops are based on your actual level, so completing low level content makes here as much sense as pushing to max level.

4.

The map icon that shows the 100% completion of the area will probably compel you to complete everything. Areas are big if you don't hop around from waypoint to waypoint (and that's expensive, about as much as dying twice). The game is obviously not as big as WoW has become after the numerous expansions and at the moment only about a third of the total map mass presented is explorable.

5.

A bit of a hit and miss. In most you won't be able to enter, but in a good portion of them you will. Worthly mntion here are the starter towns for each race, which are big. While you won't be able to enter in every building there, they feel like actual towns, unlike most mmorpgs, in size, design and NPC density and chatter.

6.

I'd lean towards Skyrim as far as world design goes, just keep in mind about 5 regarding buildings.

7.

GW2 is a zone based game, unlike WoW and Skyrim which are a seamless experience. That means that to move to the next zone you'll visit specific exits (usually dictated by roads). The zones are rectangular is size and adjucent next to each other. If you zoom out a map and you see for example a snowy territory, it may expand in two zones and half of a third. So not all zones are entirely different from the one next to them, although they do have their individual characteristics.

8.

As far as PvE goes, no.

In PvP, and in WvW to be more specific, which is a four zone territory that three servers fight for dominance a guild can claim and upgrade a supply camp, tower, keep or the Stonemist fortress (I put them in terms of size and cost). The posession though is epheremeral, the enemy can claim them back (siege and take them) and the whole server vs server resets each week where a new set of servers are pitted against each other.

 

You'll probably get your money's worth out of the game. The long term appeal is up to you.

  Connmacart

Novice Member

Joined: 2/24/12
Posts: 693

10/15/12 2:41:36 AM#16
Originally posted by ZigZags
The definition of triple A is a game that brings innovation and new features with top of the line graphics and replayability that appeals to enough people to bring a healthy profit over the long run. A game that overcomes the initial hype and release period of a game's release. (first 12 months)

Since the GW2 fanaticism will die off significantly over the next few months as it gas already started. I would not call GW2 a AAA mmo. Also GW2 did not innovate enough, is f2p and theme parks are losing their appeal greatly.

The next AAA mmo will be a lot different from what we're used to.

Triple A only pertains to the budget. Not the quality of the game, but more important your preference has nothing to do if it is AAA.

  Xasapis

Tipster

Joined: 1/12/07
Posts: 5610

10/15/12 2:53:38 AM#17
Please don't hijack a thread of somebody that ask legitimate game questions and fill it with nonsense about what constitutes a AAA a mmorpg and what doesn't. You can start a new thread and debate that pointless definition there.
  User Deleted
10/15/12 2:56:15 AM#18
Originally posted by Connmacart
Originally posted by ZigZags
The definition of triple A is a game that brings innovation and new features with top of the line graphics and replayability that appeals to enough people to bring a healthy profit over the long run. A game that overcomes the initial hype and release period of a game's release. (first 12 months)

Since the GW2 fanaticism will die off significantly over the next few months as it gas already started. I would not call GW2 a AAA mmo. Also GW2 did not innovate enough, is f2p and theme parks are losing their appeal greatly.

The next AAA mmo will be a lot different from what we're used to.

Triple A only pertains to the budget. Not the quality of the game, but more important your preference has nothing to do if it is AAA.

What this guy said. ZigZags is just twisting the definition of Triple A to fit his dislike of GW2.

  ChromeBallz

Advanced Member

Joined: 5/31/04
Posts: 277

 
OP  10/15/12 3:32:31 AM#19


Originally posted by Myrdynn
I can Answer

A AAA MMO has customer support, something sorely lacking in GW2, at least it was the first month then I gave up trying to get any response. It also fixes bugs, exploits and patches in a timely manner.

GW2 IMO is a AA MMO


Just to respond to this quickly: I'm still amazed by people who expect customer support to be 100% available within an hour for everyone right after a game launch. Many people in beta never report any problems because 'there's no point' or they just want to try a free demo of sorts. Then, with a big influx of people at launch, you hit problems you simply could not have anticipated beforehand, since you cannot simulate 100,000 or more players testing your software - Such a huge crowd is bound to find a lot more bugs than your QA department ever can simply because of the added manhours.

Hence, if you buy a game at launch (especially an MMO), be prepared to spend some time trying to get things to work on your own. It usually takes a month or two before the customer support can manage to work through the backlog, after which the launch issues are mostly either fixed or at least known. You can't just quickly put 200 extra people on customer support for 2 months either - They need training to learn the company's support tools aswell as to learn the rules and procedures, and after those 2 months they can leave again. It's an investment that over the long term just does not make sense.

I'm speaking from experience in both software development and customer support here by the way. Anyway, back to the topic!


Originally posted by evolver1972
Instead of not really adding to what everyone else has said (already some really good posts on the subject), I'll ask you this:

 

Do you worry this much over paying $60 for a single player game?  Would you ask the same questions of a game like Skyrim or KOTOR?

 

Either way, I think GW2 is more than worth the $60.  And there is no subscription.  So basically, it's a AAA MMO for the same price as a SPRPG.  I don't think you can go wrong there.   On top of that, it's got more content than even Skyrim has.  And way more than COD: Black Ops would ever dream of having.


At the moment, yes, $60 is a heft investment given my financial situation and the fact i'd have to spend it twice (for my GF) ;p

I haven't actually bought any games for months now (aside from a few sub $5 ones in the steam sale last summer), im just looking for something we can play together. We looked at some F2P MMO's, she rather likes Fiesta Online (of all games), but it's not really my cup o tea, hence i'm looking for something decent :)


Originally posted by nsignific
In terms of what the OP is describing, I think GW2 may be the game for him.

Considering he said he's playing with another - I assume a husband/wife type deal - a good leveling experience is what he's looking for.

He's in luck - GW2 has great leveling (if nothing else...) and exploring is pretty well done as well.


And you're right!

Thanks everyone for the well argumented answers - As soon as the budget allows GW2 will have 2 more players :>

Playing: EVE
Played (more than 1 month): WoW, Tera, GW2, L2, WAR, AoC, DnL, GW, LotRO, EQ2, TOR, CoH, STO, TSW
Tried (trial, up to 1 month): EQ, UO, AO, EnB, TCoS, Fury, Ryzom, EU, DDO, TR, RF, CO, Aion, VG

  Hokie

Hard Core Member

Joined: 1/11/04
Posts: 1069

Hey Devs, just so you know. The more you give us to play with, the more we play.

10/15/12 3:54:02 AM#20
Originally posted by ChromeBallz

Just a few questions i hope i can get an answer to before i go out and buy the game.

1) Are there invisible walls - Or rather, are they omnipresent in the game? Does it ever stop you from going anywhere when you're just trying to hop along a path or what looks like a steep incline? Comparing it to WoW (which has virtually no invisible walls, the ones that are there are usually out of reach), how good or bad is it? Guild Wars 1 is an example of what i mean with 'bad' by the way, where you run up to the things constantly. The most important thing here is whether i'm constantly going to be stopped when i'm trying to explore the world, and i can't get up an obvious path that's blocked off by an invisible wall.

Yes there are. Some are even irksome.

Im the kind of guy who will spend and hour+ trying to get somewhere I shouldnt be. In SWToR, you know the Dome over the city on Balmorra, been on top of it. You know the gulley at the bottom of the bridge in the dwarf stating area in WAR. Been there, theres even a plunger, but it doesnt give a Tome unlock.

There are some really good hidden places that you really can only find if youre an explorer. I suggest you dont go looking them up on the interwebs and ruin it for yourself.

 

2) What are the options for customizing your character, mechanically? Is it only items and skills, or are there talents, glyphs or stats (ala wow and diablo 2) you can customize? Is the only mechanical difference between one warrior and the next the weapon and the skills they have equipped or is there more?

Its somewhat WoWish and WARish with the talents. Equipping different weapons or weapon combs (if youre using two different one-handed items) will completley change how your class plays and the skills on your hot bar. Its one of this games best features.

 

3) How fast is levelling? I'm going to play with at least 1 more, and i don't want to rush to 80. We want to take our time and just have fun along the way. Is the game made in such a way that levelling goes quickly regardless of what you do or does it allow you to take it easy?

Ive been playing since release and my highest is still only 36. But I have eight character slots. And sometimes I want to play my Warrior for a few, and sometimes its my Mez. Level cap isnt my goal, and never has been in any of the MMOs I play.

If your goal is to hit level cap ASAP by doing as much as you can, then you'll hit it fast. Probably faster that hitting 80 in WoW.

 

4) Are the zones as big as they look? I'd like the game to really 'feel' big - That there are areas in the game where i don't feel i HAVE to go in order to get everything, if you know what i mean. Like in WoW, if you pass an area you didn't have to be before you immediately start thinking about what quest you missed or are going to get, this feels pretty annoying to me since it holds the world back from 'coming alive'.

Yes they are big. And not just big, its not always packed with aggressive mobs either, like say Rift where if you wander 10 feet off the road youre fighting 5 mobs.

And the zones dont force you into/thru an area, well like Rift and SWToR do. Youre not funneled/channeled/guided thru the zone. Well you are, but its a way more intuitive way than making a squished zone or putting up lots of physical barriers.

 

5) It might seem like an irrelevant question to most, but can you go into houses and buildings, or are most of them locked off? I hate how especially Korean games never actually let you go inside anything unless it's a massive castle with a 15 square mile throneroom.

Most of the taverns you can enter, and not just because its open for questing. Some houses, mills and so on you can enter also. And some have really great easter-eggs. I was in a tavern in..well cant remember, but I clicked on a Asura male in a room with two females getting drunk. And he starts talking (with a little prodding) about how his business is doing so much better now that hes changed the "wares" that hes offering. The little guy was a pimp.

 

6) On a scale of 1 to 10, how "open" and fleshed out is the world? 1 being something like a Korean game with a mostly featureless landscape with little to no small details and pretty much 0 buildings you can go into, 10 being like Skyrim where everything is handplaced, handcrafted and there's pretty much nothing you can't explore or go into, and there's no mountain you can't climb.

I'll rate it this way.

10-Skyrim

7.5-GW2 (mainly because they did a great job with NPC's)

5.5-SWToR

5-WAR

4.5-WoW

 

 

7) On a scale of 1 to 10, how consistent is the world? 1 being the schizophrenic WoW style where one zone flows into the next like a brick through a wall of wodkabottles, to 10 being like (again) Skyrim where all the areas blend into one another so seemlessly that the world truly feels like it's one big place.

Once again.

10-Skyrim

9-GW2 And a solid nine at that. And thats only because of zoning. It doesnt have the oversaturation color theme of say like WoW, it feels natural.

7.5-SWToR

6.5-WAR

4.5-WoW

 

 

8) Will there be any world customization at any point? With this i primarily mean player housing, but also guild housing, fortresses or anything else managed by players, instanced or not.

No, not really. Yeah you can claim a keep in WvW but it really makes no difference. Although when you fail or succeed in a DE (think WAR PQ) it can change the whole area around that DE. They happen in stages, so you may see compeltey different enemies depending on the stage (and merchants), or you many not see any at all if you "win" the first stage.

 

 

The game world is very important to me. As you may have suspected, i'm looking for an MMO that comes as close to an Elder Scrolls game as possible as far as exploration and the feel of the world goes. The game has to feel consistent across the board, not just within a zone or dungeon, and it has to offer something beyond the beaten path, something that rewards you for thinking "i wonder whether i can get up there". I already saw some jumping puzzles in GW2, but they look rather artificial for this purpose - I wonder if there's more that isn't explicitely designed to be explored, but the game lets you do it anyway.

Do yourself a favor and stop watching the puzzles, your cheating yourself out of the satisfaction of figuring them out your own.

Its not Skyrim not even close, but its sure not WoW either, or ToR, or WAR, or Aion. It is its own game with its own take on MMO's.

They did an outstanding job on the little NPC conversations. It truely makes the world feel real, and its near on par with Skyrim.

So for a lived in world with "fleshed out" NPC's

10-Skyrim

8.5-Oblivion

7.5 (maybe even 8) - GW2

4.5-SWToR

4-WAR

2-WoW

 

"I understand that if I hear any more words come pouring out of your **** mouth, Ill have to eat every fucking chicken in this room."

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