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Originally posted by Vannor vanilla wow did this well, I know it has a low polygon count and all that shizzle, and I know that it is now entirely on rails, but back in the day I came outta SW and could cross over to the next areas without some fake mountain/ wall in my way. tbh, I really just want a map like Skyrim to play in. currently playing: DDO, AOC, WoT, P101 |
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12/22/12 3:31:12 PM#22
Originally posted by SirFubar
That's absolutely correct. However, while I appreciate that the stance is the party line for a reason (of course GW2 is easier to balance than GW1), I don't really accept that excuse after having been burned out by GW2 well in advance of them earning my deep-seated ire with the Ascended Armor fiasco. Did builds in GW1 tend to reduce to a handful of optimals? Sure. By my estimation, GW2 has done the same, the primary difference being that they started with fewer alternatives. If the intention was to reduce the number of gimp/ineffective builds, that was certainly successful, but I feel like it ultimately came at the expense of expression for players who have a strong understanding of the game systems' potentials but nonetheless are willing to sacrifice min-max efficiency for variety in playstyle. In GW1, my Ritualist could be built a million different ways. Most of them were bad. However, because of my access to a changing sub-class and heroes, I had at least a dozen viable builds for completing content/farming in PVE. If I'd wanted to PVP, I would have had not millions--but at least a handful--of viable options there as well. In GW2, I had a build for my Mesmer. It was optimal for my playstyle. If I wanted to change things up, I could grab another weapon, and change a couple utilities, but I had no real opportunity to make subtle, nuanced changes to the build. I could create additional effects or make myself better or worse at certain things by tampering with traits, but that had only a very small, albeit non-zero, effect on how the character actually played. Now I can't speak to broad-level viability metrics when it comes to comparing builds in GW1 and GW2, because I simply don't have access to the data. And I'll cheerfully concede that during the game's development, I was one of the ones championing the change in direction, because it really does make sense theoretically, and it looks pretty good on paper. Anecdotally, though, I could spend months on my ritualist and never ever burn out, whereas after only a month and a half on GW2 I felt like my playstyle had gotten stagnant and there was nothing left for me to do to innovate that I hadn't already tried, except roll another alt. That's telling to me, and I think it's symptomatic of the fact that the weapon-ability tie and rigid categorization of other skills is a step backwards. Like a lot of areas in GW2, I feel like they sacrificed gameplay for accessibility, and in this arena the cost was a lot higher than they thought it would be. To me, improvement could have been achieved by, yes, doing away with redundant abilities, but more importantly, by improving synergy and balance among a large palette of abilities, with the expectation--and this is important--that players will figure out which ability combinations are good, create interesting builds, and discover combinations and levels of synergy that the developers didn't anticipate. Yes, that means future balancing work down the line, but it also allows the players to create their own content, and that increases replayability and longevity, something that GW2 is struggling for right now. Forgive me for speculating, but I suspect that the content-cycle steamroll is already pressing hard on development, and if the game had a systems-level means for players to tinker with it, we would be seeing the balance changes people have been raging about instead of desperate releases of new content every month. There's nothing that says that abilities if implemented are set in stone. You can code a system to handle refunds if you decide an ability is trash after implementing it, and you can salvage your assets if you plan ahead for that. The art can be reused, the animation can be reused, or, hell, if you've got a competent team, you can actually--!--balance the ability after the fact. That's what they did with GW1, and while it indeed resulted in a patchwork skill list, it also made for a richer meta-game, and to this day I'd take Build Wars over Clones vs. Phantasms. Peace and safety. |
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12/22/12 9:22:24 PM#23
thank you OP for putting my doubts together, as I was not sure what goes wrong with my GW2 gaming. 1. armor: IMO only few at GW2 looks cool and it nothing to have with tons of skins at GW. 2. cinematic. lol I must admit I loved it at GW! sometime made my party frustrated as looked same stuff for X time. Here in said "personal" story I have max 2 guys dialogue at static window. 3. I'm not much about PvP but even I found Random Arenas fun, at GW2 it seems dull and pointless. 4. I liked Mad King event but Wintersady is like nothing much, never felt anything like that at GW. 5. I keep thinking, it's not cuz we have stacks of 250 at GW we need to keep t at GW2, here with crafting (badly made, tbh)we sure need more mats and space.
try before buy, even if it's a game to avoid bad surprises. |
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KingJiggly
Novice Member
Joined: 8/03/11
Definition for innovation is below. Your welcome. |
12/22/12 9:29:16 PM#24
I agree with everything to an extent, however I am hopefull for the future expansions to implement new typed of pvp (fort aspenwood anyone) and turtles in wvwvw. I would slap a quaggan for that.
http://www.merriam-webster.com/dictionary/innovation |
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12/22/12 9:39:20 PM#25
I am a GW1 vet - played since beta and GW2 is a different game and I accepted that. i mean I was there for the monk protest at THK, I was the person who instigated the all-mesmer runs, after Sorroew's Furnace came out. I am probably also older than y'all (meaning you are more set in your ways) and I don't understand how you can not understand they made a new game. A.net said it was going to be different than GW1.
IT IS NOT GW1 - there will never be another one. |
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12/22/12 10:19:30 PM#26
I too find GW2 seriously boring, and I don't even have an 80.......or even a 50. The problems I see are that the downgrading of level is too severe to allow easy farming of mats(Which drop far too infrequently) And the crafted gear is too late in levels making farming a very tedious endeavor no matter your level. Runing speed is atrocious. Disconnects are too frequent/Lag is too great I miss the Rock Paper Scissors approach to class balancing. it made PVP much more enjoyable. I miss the difficulty of GW1 I miss having to hunt down my Elite skills. I miss being able to travel around waypoints without spending a crapload of money doing so. |
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Originally posted by grndzro Got to agree with all of the above. Crafting is a bit of a mess; and hunting elite skills, I would take that over a vista or jump puzzle any day of the week, dam I stopped playing platform games back when Doom was released and don't want them in my MMO's. currently playing: DDO, AOC, WoT, P101 |
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12/23/12 8:40:57 AM#28
Everyone always pulls the "Hype" card.. but honestly that is the most BS excuse to hate something. "Oh the fanbase said a game is good, byond normal expextations this is all the games fault! How dare the game have a fanbase." what is worse is said Hype was all true.
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Originally posted by cloud8521 I am not blaming the game for the hype, although I am partially blaming the devs. What I am saying is that if your expectations for something have been raised to unrealistic levels, then you are going to be disappointed. A simple point and completely valid. currently playing: DDO, AOC, WoT, P101 |
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Normandy7
Advanced Member
Joined: 3/17/07
"Had to be me. Someone else might have gotten it wrong.” - Mordin Solus |
12/23/12 8:48:22 AM#30
I look back on the success Guild Wars 1 had and a big reason for that is because it wasn't like any other mmo out there. It pretty much was a complete opposite and fans loved that part. When I look at Guild Wars 2 it reminds me of just another run of the mill mmo and that is a problem.
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12/23/12 8:51:42 AM#31
So far, I am not a huge fan of GW2. But, I like it 100 times better than GW1. To me, GW1 felt like I was always playing in a small box. At least the world in GW2 feels way more open.
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12/23/12 8:52:24 AM#32
Originally posted by Scarfe I have a hard time believing you kept a straight face while typing this. 1. Hype. Irrelevant. Has nothing to do with old GW1 dogs like myself liking the game. 2. Map. Yep, it's about exploring, and HEY! Just like GW1 was! Only now there's more to see, more to find, more to explore. Plus it's a dynamic, changing world. Comparing it to the instances in GW1 where you clear the mobs on the map then have the map to yourself, mob-free, is ridiculous. Different system, different game. 3. You don't like the story, others do. Irrelevant to GW1, although there's plenty of issues with GW1 story as well. Danika's voice acting, for example, still makes small children wake in the middle of the night in fear without knowing why. 4. Freedom. It's still there, it's just more than just the skills on the toolbar now. Traits, sigils, runes... they're all part of the build now instead of deciding whether or not to give Otyaugh's Cry a try or not. 5. Fake twitch? It's better than it was in GW1, where you saw the enemy cast bars and reacted on that instead of a visual clue which you may or may not miss. Seriously, you find that an issue, when it was so much easier in GW1? 6. The experiment, doing away with the trinity and hubs, is certainly a successful formula. They've done it brilliantly, regardless of what the vocal few on the forums think. |
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Originally posted by Volkon 1. I believe its relevent; if you have been given unrealistic expectations you will only be disappointed. 2. I am not much of a fan of the map in either tbh. Would prefer an open world to explore without walls. However, the GW1 map just felt more organic to me, it wasn't this horrible tetris world that just ruins all immersion. 3. Simply put, the GW1 story was vastly superior. The GW2 stories I have experienced just feel amateurish in the extreme. 4. GW2 is clearly far more prescriptive. 5. I don't really find it an issue tbh, it is one of the more minor grumbles I have. the general tedium of combat would be a bigger issue for me. 6. Pure opinion, we'll have to agree to disagree on this one. I think the instances are mess because no real alternative has been offered for the trinity, it has simply been removed from the game. The hearts are simply quest hubs without any of the interraction you used to have. The dynamic events are not dynamic, the are just two or three constantly repeating quests, take area, defend area, repeat ad nauseum.
currently playing: DDO, AOC, WoT, P101 |
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12/23/12 9:07:52 AM#34
Originally posted by Scarfe So our opinions differ and we agree to disagree. |
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