| 71 posts found | |
|---|---|
|
Linsey Murdock has written a new blog post on the Guild Wars 2 site that details some exciting news about new high end ascended gear for players. The post details how new gear progressions and 'challenging new game mechanics' will give high level players incentive to progress and reason to step carefully.
Read the full post on the Guild Wars 2 site.
Associate Editor: MMORPG.com |
|
|
11/13/12 1:25:52 PM#2
I wanna get to see some of the models just to see how cool they will look.
|
|
|
11/13/12 1:27:48 PM#3
I'm happy about this part: "We also have plans to add more fun ways to acquire Legendary precursor items with a more “scavenger hunt” feel than they are acquired currently."
|
|
|
11/13/12 1:33:01 PM#4
But how will they prevent this from becoming a gate for future content that requires higher Agony?
MMO History: |
|
|
11/13/12 1:33:30 PM#5
I am all for gear progrreason(within reason) but putting blatant gear checks on content sorta fucks the core of the game and the "take anyone to a dungeon" mentality that this game was built on. Content should be harder without BiS gear not impossible...
|
|
|
11/13/12 1:37:33 PM#6
Originally posted by BadSpock lol that's easy Spock, just don't do future content that requires higher Agony. They have control of what they do. |
|
|
Sovren1
Novice Member
Joined: 7/23/07
"One day your life will flash before your eyes, make sure it''s worth watching." |
11/13/12 1:39:44 PM#7
Honestly, the dungeon sounds like it's a perpetual dungeon, never ending get as far as you can until you are overwhelmed. They had these sorta things in gw1 with challenge missions. You go on forever till you are killed. However, not really digging the ascended thing. If it follows suit with the ring example shown, does the new gear make sigils, jewels and runes obsolete? |
|
11/13/12 1:39:45 PM#8
Originally posted by BadSpock Actually they say in the article that Agony is the 1st end game gating mechanic I fully expect other end game activities will have a different mechanic you will have to combat by whatever. I doubt we will see Agony being used in many places. I bet they plan to have different mechanic for different end game activities. |
|
|
11/13/12 1:39:58 PM#9
Originally posted by Destructhor I don't think its intended as a blocker, but as a different way to drive content. So its more like the level req. checkmark needed to go into any dungeon. |
|
|
11/13/12 1:40:33 PM#10
I think they are finally starting to understand that players want/need some form of gear based progression.
|
|
|
11/13/12 1:42:23 PM#11
Originally posted by Kuppa I completely agree with you. Especially after reading this part: "By adding challenging new combat mechanics to end-game content and ways to mitigate those mechanics through gear progression for high-end players, we can add personal progression without making the game feel like an endless treadmill of gear that is just out of your reach. Original Guild Wars fans may recognize that we took a familiar approach to our new progression. The first end game mechanic we will introduce is Agony, ..." |
|
|
11/13/12 1:42:40 PM#12
Originally posted by Kuppa That may be true but they are doing a great job at making it look like the same old treadmill progression from every other MMO, which favors gear over skill. I really hope they are not caving in and following in the footsteps of every other Gear based MMO... |
|
|
11/13/12 1:45:57 PM#13
Originally posted by Destructhor I don't think they are. If you see what the showed the stats were nearly identical, the only difference is this "Agony" which is an artificial requirement that only drives you to do other content before you step into the dungeon. Which BTW is one of many they plan to introduce into the game. Could you explain why you think they are doing "a great job at making it look like the same old treadmill progression"? I think other players with misinformation(some on purpose) are trying to make it look that way though, but not Anet. |
|
|
11/13/12 1:49:42 PM#14
If you don't like what they are adding then continue on with how you are playing the game presently. New content wont affect your current activities.
|
|
|
11/13/12 1:54:29 PM#15
Originally posted by Kuppa How is that any different from needing to be above a certain gear score in wow? |
|
|
11/13/12 2:02:32 PM#16
Originally posted by deakon It would be the same if Agony was used in every dungeon/end game activity in game. Apparently it won't. So it's a little bit like gear score which is seperate for each dungeon. At least this is my theory. |
|
|
11/13/12 2:04:01 PM#17
are people literally complaining about this??
|
|
|
11/13/12 2:07:45 PM#18
Originally posted by QSatu So each new type of content will be gated individually? that's different.. but how is it better? Come to think of it, how is any of this better than just upping the level cap and adding a new higher level zone, to match? When I want a single-player story, I'll play a single-player game. When I play an MMO, I want a massively multiplayer world. |
|
|
11/13/12 2:14:45 PM#19
Originally posted by Vhaln It is just my theory based on the blog post. it is better b/c you can choose which end game activity you want to do instead being forced to do dungeon x then y and tehn finall z in which you really was interested in. |
|
|
11/13/12 2:18:00 PM#20
Originally posted by Vhaln Well I see it as different for a reason. If you raise the gear stats significantly with each endgame content with the purpose of gating content then you create an inbalance within the entire game which in the case of GW2 would cause bigger problems. When you do this via a different more artificial source that only matters for specific content then you essentially modularized it from affecting the rest of the game. Its like she says in the start of the article:
"As we watch Guild Wars 2 mature in its Live environment, we have found that our most dedicated players were achieving their set of Exotic gear and hitting “the Legendary wall.” We designed the process of getting Legendary gear to be a long term goal, but players were ready to start on that path much sooner than we expected and were becoming frustrated with a lack of personal progression." |
|