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Guild Wars 2

Guild Wars 2 

General Discussion  » Why is WvWvW and SPVP such a fail?

6 Pages « 1 2 3 4 5 6 » Search
117 posts found
  djazzy

Novice Member

Joined: 6/20/05
Posts: 3622

10/08/13 4:48:20 PM#21
it actually does affect you (well the WvW does) but anyway
  Maurgrim

Novice Member

Joined: 8/27/13
Posts: 51

 
OP  10/08/13 4:50:11 PM#22
Originally posted by Badaboom
Originally posted by Maurgrim
Originally posted by nerovipus32
Because it's pointless and doesn't effect the world around you.

 

And Anet Advertised that how?

 

That wasn't the question. 

 

I think you missed the point.

  Morcotulcon

Novice Member

Joined: 4/28/10
Posts: 260

10/08/13 5:27:52 PM#23

Problems with WvW:

1-  Ability to change servers destroys a server community, because:

a) the guilds are always moving servers when their server starts losing or there are too many dramas related to other issues (some of them I'm saying below).

b) many players and guilds are always jumping to the high tier servers, the ones that have bigger fights (with more loot bags) and usually win their matchups, which cause too much queue in prime time (main EU servers problem) and too many players and guilds who don't care about the community inside the server they went to.

c) some servers end up with very few people in WvW, beeing beated down by more populated servers. Other servers end up with too much people and queues that take 30 mins to 2 or 3 hours to get in WvW in prime-time. 

 

2- Day/Night coverage, the concept might seem good on paper, but it's total bs on gameplay, specially in EU servers because:

a) the server that has more players in night and morning hours wins, which means that only servers who have people that don't sleep or are in other another continent with different timezone, like America, will win against all other servers.

b) servers who have less people outside of prime-time will always lose, specially if they lack more people in nights and mornings than the other 2 servers.

c) most players will eventually leave the servers that have less coverage, because they want more epiuc fights (and more loot bags), and go to the most populated servers.

d) When you have no one to fight against, it's boring as sh*t because you end up killing doors and upgrading stuff, which isn't really PVP, it's PVD (Player Vs Doors) and PVE (against guards, mercenaries, etc.)

 

3- Completelly unbalance, which is what Arena-Net wants (they confirmed it some times already):

Example - A guild raid can be really strong, but you won't find many guilds with 45+ every night and usually they will lose against blobs ( 60+ zergs, because there are so many things going on that most players get too much lag and can't use most of their skills at the right time).

 

Problems with sPVP:

1- Limited builds and lack in variety of which roles/classes to take.

2- Arena-Net keeps making "Capture the Points" objective maps, which is boring and stupid because most PVP players like to kill and do other stuff. Where is "king of the Hill"? and "Deathmatches"? and "Duels!"?

 

 

EDIT: had one thing in the wrong place. ^^

  cagan

Novice Member

Joined: 6/16/04
Posts: 273

10/08/13 5:42:00 PM#24
we used to do lots of WvW with my guild then realized its not fun after 2 weeks and stopped doing it. No keep claiming as a guild, no bonus to guilds like DAOC... its mindless zerg fast...
  boxsnd

Advanced Member

Joined: 10/04/12
Posts: 376

10/08/13 6:00:16 PM#25

It's simple. Find the differences between DAoC's RvR (before ToA) and GW2's WvW and you will see why the one was almost perfect and the other one failed miserably.

 

1) DAoC heavily prioritized killing players (PvP) over holding keeps. This made RvR mostly a PvP thing and not a PvE (or PvDoor as some say) thing. Also this gave a home to both casual players (zergers, keep fighters, relic fighters) and hardcore players (8v8, soloers, stealthers). GW2 does the opposite which makes it one dimensional and exclusively targeted towards casual players.

 

2) DAoC had real endless PvP progression (the best one of any MMO to this day). GW2's WvW passives are weak and unimportant.

 

3) In DAoC you faced the same people every week, in GW2 your opponents change and are nameless.

 

4) In DAoC your enemies were different races, classes etc. In GW2 you fight against enemies that look and behave exactly like you. This made DAoC much more immersive.

 

5) DAoC had a great CC system.  GW2 doesn't

 

6) DAoC had a great stealth system. GW2 doesn't.

 

7) In DAoC every kill/death was broadcast in the whole region. This helped create a better community. Some players and guilds became famous, infamous. You familiarized with your opponents as well. Everyone knew each other. In GW2 you don't know your allies, you certainly don't know your enemies. There is no real community.

 

8) In DAoC you couldn't transfer to other servers. This made the community even better. You had to reroll. In GW2 you can transfer very often. 

 

There is more but that was all I could think of in 5 minutes or so.

DAoC - Excalibur & Camlann

  elitero

Apprentice Member

Joined: 1/30/12
Posts: 293

10/08/13 6:08:48 PM#26
Originally posted by boxsnd

It's simple. Find the differences between DAoC's RvR (before ToA) and GW2's WvW and you will see why the one was almost perfect and the other one failed miserably.

 

1) DAoC heavily prioritized killing players (PvP) over holding keeps. This made RvR mostly a PvP thing and not a PvE (or PvDoor as some say) thing. Also this gave a home to both casual players (zergers, keep fighters, relic fighters) and hardcore players (8v8, soloers, stealthers). GW2 does the opposite which makes it one dimensional and exclusively targeted towards casual players.

 

2) DAoC had real endless PvP progression (the best one of any MMO to this day). GW2's WvW passives are weak and unimportant.

 

3) In DAoC you faced the same people every week, in GW2 your opponents change and are nameless.

 

4) In DAoC your enemies were different races, classes etc. In GW2 you fight against enemies that look and behave exactly like you. This made DAoC much more immersive.

 

5) DAoC had a great CC system.  GW2 doesn't

 

6) DAoC had a great stealth system. GW2 doesn't.

 

7) In DAoC every kill/death was broadcast in the whole region. This helped create a better community. Some players and guilds became famous, infamous. You familiarized with your opponents as well. Everyone knew each other. In GW2 you don't know your allies, you certainly don't know your enemies. There is no real community.

 

8) In DAoC you couldn't transfer to other servers. This made the community even better. You had to reroll. In GW2 you can transfer very often. 

 

There is more but that was all I could think of in 5 minutes or so.

It was sooo popular that it got carried to every game that was released after DAoC

  stayBlind

Apprentice Member

Joined: 4/19/06
Posts: 509

10/08/13 6:10:27 PM#27
Originally posted by Psistorm

I think you confuse army with a zerg. Now an army uses its strategic resources smartly and tries to get the best result, conserve troops etc.

On the other hand a zerg will not care. Basically imagine the allies going "lolololol" and running up omaha beach with guns blazing, never taking cover, dieing by the thousands and respawning, keeping up until the defenses were worn down by the endless swarm. THAT is a zerg. It's not tactical, its just throwing material at an issue until it goes away without really thinking about it. DPS being king here.

Haven't you ever played COD? That is how it really happened.

Little forum boys with their polished cyber toys: whine whine, boo-hoo, talk talk.

  boxsnd

Advanced Member

Joined: 10/04/12
Posts: 376

10/08/13 6:13:04 PM#28
Originally posted by elitero
Originally posted by boxsnd

It's simple. Find the differences between DAoC's RvR (before ToA) and GW2's WvW and you will see why the one was almost perfect and the other one failed miserably.

 

1) DAoC heavily prioritized killing players (PvP) over holding keeps. This made RvR mostly a PvP thing and not a PvE (or PvDoor as some say) thing. Also this gave a home to both casual players (zergers, keep fighters, relic fighters) and hardcore players (8v8, soloers, stealthers). GW2 does the opposite which makes it one dimensional and exclusively targeted towards casual players.

 

2) DAoC had real endless PvP progression (the best one of any MMO to this day). GW2's WvW passives are weak and unimportant.

 

3) In DAoC you faced the same people every week, in GW2 your opponents change and are nameless.

 

4) In DAoC your enemies were different races, classes etc. In GW2 you fight against enemies that look and behave exactly like you. This made DAoC much more immersive.

 

5) DAoC had a great CC system.  GW2 doesn't

 

6) DAoC had a great stealth system. GW2 doesn't.

 

7) In DAoC every kill/death was broadcast in the whole region. This helped create a better community. Some players and guilds became famous, infamous. You familiarized with your opponents as well. Everyone knew each other. In GW2 you don't know your allies, you certainly don't know your enemies. There is no real community.

 

8) In DAoC you couldn't transfer to other servers. This made the community even better. You had to reroll. In GW2 you can transfer very often. 

 

There is more but that was all I could think of in 5 minutes or so.

It was sooo popular that it got carried to every game that was released after DAoC

Well many games tried and will try to immitate DAoC's RvR: GW2, TERA, Rift, WAR, TESO, Camelot Unchained. Until now everyone has failed... Let's hope someone succeeds.

DAoC - Excalibur & Camlann

  elitero

Apprentice Member

Joined: 1/30/12
Posts: 293

10/08/13 6:16:31 PM#29
Originally posted by boxsnd
Originally posted by elitero
Originally posted by boxsnd

It's simple. Find the differences between DAoC's RvR (before ToA) and GW2's WvW and you will see why the one was almost perfect and the other one failed miserably.

 

1) DAoC heavily prioritized killing players (PvP) over holding keeps. This made RvR mostly a PvP thing and not a PvE (or PvDoor as some say) thing. Also this gave a home to both casual players (zergers, keep fighters, relic fighters) and hardcore players (8v8, soloers, stealthers). GW2 does the opposite which makes it one dimensional and exclusively targeted towards casual players.

 

2) DAoC had real endless PvP progression (the best one of any MMO to this day). GW2's WvW passives are weak and unimportant.

 

3) In DAoC you faced the same people every week, in GW2 your opponents change and are nameless.

 

4) In DAoC your enemies were different races, classes etc. In GW2 you fight against enemies that look and behave exactly like you. This made DAoC much more immersive.

 

5) DAoC had a great CC system.  GW2 doesn't

 

6) DAoC had a great stealth system. GW2 doesn't.

 

7) In DAoC every kill/death was broadcast in the whole region. This helped create a better community. Some players and guilds became famous, infamous. You familiarized with your opponents as well. Everyone knew each other. In GW2 you don't know your allies, you certainly don't know your enemies. There is no real community.

 

8) In DAoC you couldn't transfer to other servers. This made the community even better. You had to reroll. In GW2 you can transfer very often. 

 

There is more but that was all I could think of in 5 minutes or so.

It was sooo popular that it got carried to every game that was released after DAoC

Well many games tried and will try to immitate DAoC's RvR: GW2, TERA, Rift, WAR, TESO, Camelot Unchained. Until now everyone has failed... Let's hope someone succeeds.

I don't know how it failed for GW2 but I guess that might just be an opinion and not a fact.

  FlyinDutchman87

Advanced Member

Joined: 10/25/10
Posts: 163

10/08/13 6:19:28 PM#30
Originally posted by boxsnd

It's simple. Find the differences between DAoC's RvR (before ToA) and GW2's WvW and you will see why the one was almost perfect and the other one failed miserably.

 

1) DAoC heavily prioritized killing players (PvP) over holding keeps. This made RvR mostly a PvP thing and not a PvE (or PvDoor as some say) thing. Also this gave a home to both casual players (zergers, keep fighters, relic fighters) and hardcore players (8v8, soloers, stealthers). GW2 does the opposite which makes it one dimensional and exclusively targeted towards casual players.

 I think the focus should be on HOLDING LAND! Let holding keeps and killing players happen because guilds/realms/players want to hold land and gather the resources off it. That way there is a REASON for combat other than.... They are the other team.....

2) DAoC had real endless PvP progression (the best one of any MMO to this day). GW2's WvW passives are weak and unimportant.

 That's a design decision.... PvP progression puts too wide a gap between vets and new players..... Having to play 1000 hours to compete is no fun...... I agree there there needs to be SOMETHING, but I don't think iinfinite progression is it.

3) In DAoC you faced the same people every week, in GW2 your opponents change and are nameless.

 /agree

4) In DAoC your enemies were different races, classes etc. In GW2 you fight against enemies that look and behave exactly like you. This made DAoC much more immersive.

 /agree

5) DAoC had a great CC system.  GW2 doesn't

 /agree

6) DAoC had a great stealth system. GW2 doesn't.

 /agree.... kinda

7) In DAoC every kill/death was broadcast in the whole region. This helped create a better community. Some players and guilds became famous, infamous. You familiarized with your opponents as well. Everyone knew each other. In GW2 you don't know your allies, you certainly don't know your enemies. There is no real community.

 /agree

8) In DAoC you couldn't transfer to other servers. This made the community even better. You had to reroll. In GW2 you can transfer very often. 

 /agree

There is more but that was all I could think of in 5 minutes or so.

DAOC wasn't perfect and there is ALWAYS room for improvement. I don't want DAOC to be the gold standard but I would like too see the things it did right re-used and the things it did wrong worked on. I really enjoyed the supply system in GW2, but it wasn't deep enough.

There is still ALOT of room for experimentation and trying new things. Hopefully CU and TESO will come up with some cool ideas.

  bcbully

Elite Member

Joined: 3/03/12
Posts: 6955

10/08/13 6:21:14 PM#31

It's not like the groundwork for GW2 pvp was/is bad. The combat it's self isn't bad. After a bit though both spvp and wvw hit you with a huge feeling of "what am I doing this for?" You are not doing it for gear, skills, or gold. 

 

I really wish they had or would really look into skill system. I believe if there where A LOT more skills, builds, and weapons it could possibly give meaning to the pvp.

Elder Scrolls Online vs Wildstar Mass PvP you decide.

  RizelStar

Apprentice Member

Joined: 8/12/11
Posts: 2823

We all breathe and we all die.

10/08/13 6:34:26 PM#32
Originally posted by FlyinDutchman87
Originally posted by boxsnd

It's simple. Find the differences between DAoC's RvR (before ToA) and GW2's WvW and you will see why the one was almost perfect and the other one failed miserably.

 

1) DAoC heavily prioritized killing players (PvP) over holding keeps. This made RvR mostly a PvP thing and not a PvE (or PvDoor as some say) thing. Also this gave a home to both casual players (zergers, keep fighters, relic fighters) and hardcore players (8v8, soloers, stealthers). GW2 does the opposite which makes it one dimensional and exclusively targeted towards casual players.

 I think the focus should be on HOLDING LAND! Let holding keeps and killing players happen because guilds/realms/players want to hold land and gather the resources off it. That way there is a REASON for combat other than.... They are the other team.....

2) DAoC had real endless PvP progression (the best one of any MMO to this day). GW2's WvW passives are weak and unimportant.

 That's a design decision.... PvP progression puts too wide a gap between vets and new players..... Having to play 1000 hours to compete is no fun...... I agree there there needs to be SOMETHING, but I don't think iinfinite progression is it.

3) In DAoC you faced the same people every week, in GW2 your opponents change and are nameless.

 /agree

4) In DAoC your enemies were different races, classes etc. In GW2 you fight against enemies that look and behave exactly like you. This made DAoC much more immersive.

 /agree

5) DAoC had a great CC system.  GW2 doesn't

 /agree

6) DAoC had a great stealth system. GW2 doesn't.

 /agree.... kinda

7) In DAoC every kill/death was broadcast in the whole region. This helped create a better community. Some players and guilds became famous, infamous. You familiarized with your opponents as well. Everyone knew each other. In GW2 you don't know your allies, you certainly don't know your enemies. There is no real community.

 /agree

8) In DAoC you couldn't transfer to other servers. This made the community even better. You had to reroll. In GW2 you can transfer very often. 

 /agree

There is more but that was all I could think of in 5 minutes or so.

DAOC wasn't perfect and there is ALWAYS room for improvement. I don't want DAOC to be the gold standard but I would like too see the things it did right re-used and the things it did wrong worked on. I really enjoyed the supply system in GW2, but it wasn't deep enough.

There is still ALOT of room for experimentation and trying new things. Hopefully CU and TESO will come up with some cool ideas.

Spite the fact I still play WvW and PVP I mostly agree.

I actually never played DAOC but some things listed sound great if where in WVW.

5 and 6 is subjective and I can't agree nor disagree since I never tried it out. I think I would of played DAOC if the combat was different and not tab target base...or I click, watch, press numbers, and no movement needed.(Not saying that to other people that isn't better, but for me I don't like that kind of gameplay)

Also correct me if I'm wrong but it wasn't more skill based as it was more on time and gear. Oh and another thing, it was sub wasn't it? If so then that's one of the main reasons I passed on it but at the time it was out, they had a good reason to charge subs due to server costs.

I might get banned for this. - Rizel Star.

I'm not afraid to tell trolls what they [need] to hear, even if that means for me to have an forced absence afterwards.

P2P LOGIC = If it's P2P it means longevity, overall better game, and THE BEST SUPPORT EVER!!!!!(Which has been rinsed and repeated about a thousand times)

Common Sense Logic = P2P logic is no better than F2P Logic.

  GuyClinch

Advanced Member

Joined: 9/28/13
Posts: 475

10/08/13 6:43:40 PM#33

[quote]It's not like the groundwork for GW2 pvp was/is bad. The combat it's self isn't bad. After a bit though both spvp and wvw hit you with a huge feeling of "what am I doing this for?" You are not doing it for gear, skills, or gold.[/quote]

 

This. There is just something wrong with GW2 PvP. I am honestly surprised. I was a casual PvPer in wow but I loved long Alterac Valley Fights and then I loved Wintergrasp. But GW2 leaves me empty. Its just like a lot of running around with no hope of every really winning anything in WvWvW. And SPvP feels kinda like a practice mode or something - I guess because there isn't much real advancement of characters.

  Halandir

Apprentice Member

Joined: 8/02/08
Posts: 741

10/08/13 6:44:44 PM#34
Originally posted by bcbully

It's not like the groundwork for GW2 pvp was/is bad. The combat it's self isn't bad. After a bit though both spvp and wvw hit you with a huge feeling of "what am I doing this for?" You are not doing it for gear, skills, or gold. 

 

Why do you claim: "both spvp and wvw hit you with a huge feeling of 'what am I doing this for?' " ?

I never had that thought, with the current incarnation of GW2 sPvP and the more PvE'ish WvW, even though you insist I do!

To some of us, virtual "gear" and "gold" is utterly meaningless. The feeling of having "fun" and an "outing with my guild" however, is quite rewarding to us!

Your "PvP" is not my "PvP" - Please stop speaking on my behalf

 

We dont need casuals in our games!!! Errm... Well we DO need casuals to fund and populate our games - But the games should be all about "hardcore" because: We dont need casuals in our games!!!
(repeat ad infinitum)

  FlyinDutchman87

Advanced Member

Joined: 10/25/10
Posts: 163

10/08/13 6:50:02 PM#35
Originally posted by RizelStar

Spite the fact I still play WvW and PVP I mostly agree.

I actually never played DAOC but some things listed sound great if where in WVW.

5 and 6 is subjective and I can't agree nor disagree since I never tried it out. I think I would of played DAOC if the combat was different and not tab target base...or I click, watch, press numbers, and no movement needed.(Not saying that to other people that isn't better, but for me I don't like that kind of gameplay)

Also correct me if I'm wrong but it wasn't more skill based as it was more on time and gear. Oh and another thing, it was sub wasn't it? If so then that's one of the main reasons I passed on it but at the time it was out, they had a good reason to charge subs due to server costs.

I really DO like the action combat of GW2, although it does devolve rather rapidly in mass combat.

The main argument for CC is that it breaks up the zerg. Same thing with powerful AOE's.  You need to PUNISH players for stacking on top of each other not reward them. That way having more players =/= more power.

I understand that being CCed isn't fun, but neither is being obliterated because 50 more people logged on for the other team.

  TalulaRose

Apprentice Member

Joined: 6/27/12
Posts: 407

10/08/13 7:09:51 PM#36
Originally posted by Maurgrim
Originally posted by Badaboom

For me it fails because it is an instance, removed from the world.  It's just an e-sport with no consequence.  I like to play open world pvp games with consequence, like Darkfall or Eve.

For me, games like GW2 are short term fun. 

 

How is consequence working for you in EVE when you have 2+ billion ISKs to replace any losses you might take and how is consequence working for you in Darkfall when you have 50+ armour and weapons in your bank that you can use when you get ganked?

 

EVE and Darkfall might sound hardcore but in reality it is not

I bet the players below don't agree with you.

 

EVE-Kill shows the details of the mishap experienced by poor pilot “stewie Zanjoahir” and the destruction of his tiny, ungeared (yet fast) Atron frigate at the hands of attackers “makasoni” and “killorbekilled TBE.” A glance at the included cargo manifest shows a small mountain of rare and precious ship, weapon, and hardpoint blueprints valued in the millions. Total assets lost: 213,083,571,404 ISK.

Let’s crunch some numbers. EVE Online players can purchase 30-day game-time extensions called PLEX with the in-game currency, ISK. At the current market exchange rate of around 570 million ISK for a single PLEX, Zanjoahir’s haul equates to 373 PLEX or roughly 30 years of game time—or, for a cold, hard cash slap in the face, over $6,400. Ouch.

Zanjoahir’s reasons for venturing into the cutthroat chaos of low-security space with what equated to a harmless loot pinata aren’t known, but the attack certainly constituted the largest loss of any EVE Online player to date. I suppose the old “don’t put your eggs in one basket” warning doesn’t translate well to “don’t store your Inferno Heavy Missile schematics in one cargo hold.”

 

 

 

Some time late last night a member of the EVE corporation Habitual Euthanasia (alliance Pandemic Legion) lost his Revenant Supercarrier in a battle with members of Black Legion. For those of you wondering why this might be a big deal, the Revenant Supercarrier is an ultra-rare faction ship.  In fact, according the description on the YouTube video there were only three of these ships in game before the battle.

The loss of the ship is estimated to be somewhere between 280B and 330B ISK, which equates to around $8,000+ in US dollars. (For those of you who don’t follow EVE, ISK is easily convertible to real money due to CCP’s use of Plex. Therefore, in-game items do have a real-world value. **Note: My phrasing on this seems to have confused several people so while I won’t change it. I will explain: Isk is not intended to be traded back into cash, but you can do the math — “conversions” — to figure out what ISK equals in real money due to its relationship with PLEX. Therefore, in technical terms it is convertible to real money — mathematically.**) According to the kill-report on EVE-Kill.net the total monetary loss between the ship and items contained within tallies out at 309,030,412,238 ISK with 290B of that being the ship alone.

  Latronus

Novice Member

Joined: 1/10/08
Posts: 718

PC is not political correctness, it means Political Cowardice!

10/08/13 7:12:49 PM#37
Originally posted by Maurgrim
Originally posted by Psistorm

I think you confuse army with a zerg. Now an army uses its strategic resources smartly and tries to get the best result, conserve troops etc.

On the other hand a zerg will not care. Basically imagine the allies going "lolololol" and running up omaha beach with guns blazing, never taking cover, dieing by the thousands and respawning, keeping up until the defenses were worn down by the endless swarm. THAT is a zerg. It's not tactical, its just throwing material at an issue until it goes away without really thinking about it. DPS being king here.

 

What if a zerg defend your zerg?

 You have no clue about war and tactics if this was an honest question.  General George S. Patton said, "No bastard ever won a war by dying for his country.  He won it by making the other poor dumb bastard die for his country."  If you don't get it, please don't join any military organization.  Friendly fire is frowned upon everywhere.

  User Deleted
10/08/13 7:16:45 PM#38

Was going to provide a detailed response, but reading through the OPs responses its clear it was just a baited question and he is an Anet shrill, so I don't see the point.

 

  Arakazi

Advanced Member

Joined: 5/23/09
Posts: 825

10/08/13 7:18:05 PM#39
? just.. no.

  Bad.dog

Hard Core Member

Joined: 5/20/10
Posts: 896

10/08/13 7:25:48 PM#40
Originally posted by boxsnd

It's simple. Find the differences between DAoC's RvR (before ToA) and GW2's WvW and you will see why the one was almost perfect and the other one failed miserably.

 

1) DAoC heavily prioritized killing players (PvP) over holding keeps. This made RvR mostly a PvP thing and not a PvE (or PvDoor as some say) thing. Also this gave a home to both casual players (zergers, keep fighters, relic fighters) and hardcore players (8v8, soloers, stealthers). GW2 does the opposite which makes it one dimensional and exclusively targeted towards casual players.

Yup really hard to kill your buddy 1000 times per night ...Let's be cool and call that a fight club

 

2) DAoC had real endless PvP progression (the best one of any MMO to this day). GW2's WvW passives are weak and unimportant.

Same answer as to point #1  ...really great for the cheaters not so good for the average player

 

3) In DAoC you faced the same people every week, in GW2 your opponents change and are nameless.

I knew the 400 Hibs on my server well ....I just didn't know the names of the 5000 Albs  

 

4) In DAoC your enemies were different races, classes etc. In GW2 you fight against enemies that look and behave exactly like you. This made DAoC much more immersive.

ah yes the nerf bat wars ....we should all have just played Mids

 

5) DAoC had a great CC system.  GW2 doesn't

Agree really fun to have one player mezz 60 .....#1 reason most folks hated RVR 

 

6) DAoC had a great stealth system. GW2 doesn't.

Never has never will be a great stealth system ....until I can turn invisible and kick your ass in really life Stealth and Combat sucks

 

7) In DAoC every kill/death was broadcast in the whole region. This helped create a better community. Some players and guilds became famous, infamous. You familiarized with your opponents as well. Everyone knew each other. In GW2 you don't know your allies, you certainly don't know your enemies. There is no real community.

See point one Tommy killed Bobby Tommy killed Bobby Tommy Killed Bobby * 1000

 

8) In DAoC you couldn't transfer to other servers. This made the community even better. You had to reroll. In GW2 you can transfer very often. 

One server warfare  sucks .....even winning every single time gets to be a bore

 

There is more but that was all I could think of in 5 minutes or so.

 

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