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Massively, who just voted GW2 game of the year, is not rosey-eyed fanbois chees'n on the current hotness- http://massively.joystiq.com/2012/12/19/where-guild-wars-2-goes-wrong/ Have some pretty interesting and intelligent arguments against the game that I tend to agree with. Pretty much highlights the issues I have with the game almost perfectly. To pique your interest - the highlights in bullet point form- -Roles are horribly underexplained and unclear -Dynamic events don't work in their role as quest replacements -Area flow is problematic -Crafting is a freaking mess -The story is weak
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12/20/12 8:29:18 AM#2
Originally posted by BadSpock I saw that and agree. 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 |
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12/20/12 8:29:37 AM#3
Originally posted by BadSpock Good for them. It'd be nice to see more of this kind of journalism around here in featured articles. "This is life! We suffer and slave and expire. That's it!" -Bernard Black (Dylan Moran) |
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12/20/12 8:32:47 AM#4
I sometimes play GW2 but only for PVP because i freakin love my guild and we play all MMOS together. So i hop n and out for some W v W action with them. But other than that i find GW2 to be extremely boring and devoid of any depth. Especially the story part is very amateurish and bland. So i agree with their list.
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12/20/12 8:35:42 AM#5
I thinly the crafting thing is unfair. I quite liked gw2 crafting, at least it let me make things useful to me at my level rather than wow / wow clone style make a ton of green boots you will never wear then send them at a loss.
I thought cooking was particularly good, with the way you combined stuff like real recipies. Sure its not as good as crafting in sandbox mmos, but for a themepark the crafting us pretty good. |
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12/20/12 8:38:00 AM#6
Meh... it's opinions, and opinions I disagree with. The fact that he's worrying about how clear roles are being defined shows he's still thinking in a more archaic "roles" mindset from too much trinity training in earlier games.
It's an interesting opinion piece, nothing more. |
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12/20/12 8:39:45 AM#7
Originally posted by BadSpock
Only thing I can agree with are the story the rest not so much. DE works perfectly I don't see how this don't work in his mind. Area flow, I guess if you try to bumrush thrue zones then yes the flow might be odd that the next zone is 5 levels above you, try to stick around longer in the same zone or switch to another in the same level range (If this is what he mean with area flow problematic)
Crafting is weak? How so, gather mats, mix em get recipes how is that a freaking mess? If it's not broken, you are not innovating. |
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12/20/12 8:41:03 AM#8
Originally posted by Volkon Umm..thank you captain obvious. yes it is an opinion peice just like saying that GW2 is best MMO of 2012. Everything is an opinion and nothing more. |
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12/20/12 8:42:41 AM#9
Originally posted by Zalmon
You're welcome? |
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12/20/12 8:44:24 AM#10
Originally posted by Zalmon Don't feel bad. Volkon is an obvious GW2 fanboi. Just look at his recent posts regarding such. He can't be budged at all. :D At least he's civil about it though, I'll give him that. |
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12/20/12 8:49:15 AM#11
Originally posted by Zalmon I thought the same lol. |
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12/20/12 8:53:40 AM#12
Originally posted by BadSpock Well hot-damn! Not everyone in gaming media is drinking the Cool-Aid. Good for Massively. Overall I think GW2 is okay, but I'm not blind to its problems and get all butt-hurt when someone points them out. Glad to see an e-zine not afraid to make valid points. I make spreadsheets at work - I don't want to make them for the games I play. |
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12/20/12 8:58:53 AM#13
I think is a good piece, and offer wide explanations for what he thinks dosen't work in the game. I don't agree entirely with all his points, i have leveled a couple fo toons, and honestly had no problem with DE , also i liked the story, but that's maybe cause i did read the novel that do explain how Destiny Edge is formed and why it does break apart, and why the various characters hate each other. So i was able to "continue" the story of the novel in game. Proably without knowing the story from the novel facts are not explained in depth. All in all as i said i don't agree with all his points but he did a very constructive criticism, which is only healty for a game that wish to improve. http://farm6.staticflickr.com/5120/7210363296_8357bee9de.jpg |
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12/20/12 9:05:13 AM#14
The crafting bit and the story bit might explain why these things are not truly focused on much in games. It's enough that they exist for a game to sell a bajillion copies, as long as the rest of the game is good. Join the League For Gamers. |
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NBlitz
Advanced Member
Joined: 2/16/08
"Give a man a mask and he will show you his true face." |
12/20/12 9:06:15 AM#15
Thank you for the link. Can only surf mobile.
Just a little by the by, it's "to pique someone's interest". ![]() |
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12/20/12 9:14:11 AM#16
Originally posted by elocke
I'll be the first to admit to being a GW2 fanboy as well! Appreciate the note on the civility. Too much venom tends to fly over what, ultimately, are just games. |
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Shannia
Novice Member
Joined: 11/06/05
"World of WarCraft is held alive solely by the mediocrity of competing products." RendRegen |
12/20/12 9:14:40 AM#17
Originally posted by BadSpock Those are some serious issues, but as much as I love the game, I have to agree with the writer of the article. How does a AAA MMORPG get released with those serious flaws? I believe it's because projects are so large these companies end up running out of money during development and that decisions have to be made on what they will address after release. This problem has been getting more profound over the past five years. Prime examples are AoC, DFO, and WAR-Z. Each of these games way over promised and seriously underachieved at release. We all know the history of AoC & DFO, but look at WAR-Z. Their release was so bad, Valve pulled the game from Steam and now the developer of WAR-Z is defending his company to the point I don't know if they will ever recover from this launch... Point is, it is obvious companies are running out of cash because no one wants to release products that end up with reviews like what WAR-Z is getting right now. To help curb this, why not have these companies to have paid beta playing with full wipes at the actually release? The players can pay a one time fee that is subtracted from the retail price at release. Players get to sneak peak the game helping debug while developers get a much needed cash infusion the last six months of game development before launch.
Fear not fanbois, we are not trolls, let's take off your tin foil hat and learn what VAPORWARE is: http://en.wikipedia.org/wiki/Vaporware "Vaporware is a term used to describe a software or hardware product that is announced by a developer well in advance of release, but which then fails to emerge after having well exceeded the period of development time that was initially claimed or would normally be expected for the development cycle of a similar product." |
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12/20/12 9:16:29 AM#18
I strong think it's not neccessary to add more ways to "force" us players out of a zone than what we already have. It will greatly add a more "on-rails" experience to the game. Besides, I can think of reasons why one will move out of a zone 1.) The zone map will be completed eventually, prompting the player to move to the next one 2.) The zone will get old to the player, with repeating DEs, etc. 3.) Personal stories drive players to different zones 4.) Crafting/farming Although I do wish karma vendors would sell scaled up items; something that disappointed me since beta. It's better now though, since veteran mobs and up tend to drop levelled items. |
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12/20/12 9:16:30 AM#19
Well, I don't agree with his points other than the story is weak. This game has many other smallish issues that he didn't even touch on. Not treating players like adults with the freedom for consequences to their actions one example. Classes lack distinction due to PvP balance...ugh and on and on.
I can't believe he wants someone to tell him when to leave a zone. The less linear hand holding the better. I also don't think every game needs "roles" for everyone. It's funny that you both agree the game has issues but don't really agree on any of the reasons other than lame ass story. |
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12/20/12 9:19:01 AM#20
Originally posted by BadSpock Its an opinion piece, and you happen to agree with it. That doesnt make it any more or less honest than what other people have written. But at least the person backs up what they have said with reasoning, rather than baseless catch phrases. The story for me varied. Some parts were good, others boring. Mostly the parts with Trehearne were boring. Desiny's Edge were far more interesting to interact with. As others have mentioned, the background chatter is so much more interesting than half the story dialogue, its as if they put their A team in the world chatter and let the interns do the main story. I prefer dynamic events over quests, but they do seem to confuse a lot of players, who think there are none - when in fact they are just not paying attention to cues from NPCs and the world in general. The argument about area flow is that you don't get rewards for your level, which is a lie, because drops scale with you. I can go to the newbie zones with my 80 and level 80 items will drop. Yes karma merchants dont, but you can easily go somewhere your level and use the same currency you earnt elsewhere on those vendors. Crafting.... eh.... its better than WoW and Rift, not as good as Vanguard and EQ2. Its a pretty decent medium between discovery and express crafting. I think combat in general is underexplained. The classes themselves are fine, but people really dont understand how important combo fields and finishers are. Or tactical use of support skills. People think the game is just about loading up on DPS skills and then wonder why it feels like a suicide zerg. When played properly the combat is fantastic, with a bad group it can feel like a chore.
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