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Which is a better/ More fun game to you, and why?
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3/24/09 1:02:46 PM#2
I like World of Warcraft more because it is an MMO. |
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3/24/09 1:03:23 PM#3
2 completely different type of games, can't really compare one to the other. With that said I enjoy playing Guild Wars more (haven't played WoW for 4 months now). What do I enjoy about GW? Non-gear based, story progression pve, balanced pvp (relatively to other online rpg games), seperate pve vs pvp skills, interesting skillsets (true, some are much better than others), less grindy pve (relative to other mmos), fairly good graphics for a 4 year old game, great art, and the great option of using Heros and Henchman in case you don't want to group or pug. |
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3/24/09 1:33:54 PM#4
Whats with the sudden influx of VS threads? play both and make your own opinion |
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3/24/09 2:26:09 PM#5
Let's try a pros and cons approach. Let's start wtih advantages of Guild Wars over WoW: WoW problem: PvP is dominated by whoever is higher level and/or has better gear. Guild Wars fix: In PvP, everyone is at the level cap with perfect (or essentially perfect) gear. WoW problem: Running from point A to point B and back and forth several times takes too long. Even flying or riding a mount can take quite a while if you have to traverse half a continent. Guild Wars fix: Map travel lets you instantly warp to any town or outpost you've ever visted on that character, whenever you wish and as often as you wish. WoW problem: Instances often require setting aside a block of 2-3 hours to get a group and do the instance. Guild Wars fix: Virtually every single mission in the game is readily doable in under an hour; the main exception is some "elite" areas that you can freely skip if so inclined. WoW problem: Having to stop to eat and drink after every few battles is tiresome. Guild Wars fix: Energy recharges at a good rate both in battle and out, so once a battle is nearly won, you're recharging energy faster than you expend it, and apart from particularly difficult battles, pretty much ready to start the next battle when the previous one ends. WoW problem: Many fights for many classes end up just auto-attacking and spamming a couple skills. Guild Wars fix: Virtually all skills have lengthy enough cooldowns that you're forced to use several different skills extensively in order to be effective. WoW problem: Frequently respeccing can get expensive; if you don't, then you'll often have an inferior build for whatever you're doing at the time. Guild Wars fix: You can respec for free as often as you like in any town or outpost. WoW problem: You want to do some group content, but are either shorthanded, or can't find some particular class you need (usually a healer). Guild Wars fix: There aren't separate servers, so you can readily grab people who in WoW would have been on a different server from you. If that's not enough, you can bring a hero or henchmen (AI characters) of whatever class you like. WoW problem: Patches take an insanely long time to download, often pushing players to get them from other, less secure channels. Guild Wars fix: Patches are quick and easy to download directly from ArenaNet servers. Even when a patch is first released, it doesn't necessarily download everything, but only what you need in order to play a given area, to avoid bottlenecks. WoW problem: The game shipped with a non-functional UI, essentially requiring players to get UI mods, which get broken with every single patch. Guild Wars fix: The game ships with a highly flexible UI by default, so UI mods are neither allowed nor would they be useful. WoW problem: Frequent server crashes, scheduled maintenance, and emergency maintenance. Guild Wars fix: Well, nearly every online game managed to do that better than WoW. But without players being assigned to particular servers, I've never seen Guild Wars have any downtime whatsoever--not even for regularly scheduled maintenance. I suspect that at off-peak times, they take down physical servers for maintenance a few at a time, while letting players play freely on other physical servers, but the difference is invisible to players. WoW problem: It's very hard to get a suitable challenge below the level cap. If you're a few levels too high, an instance is completely trivial. If a few levels too low, it's nearly impossible. Even if you're the right level for an instance, other people you can find to group with usually won't be. Guild Wars fix: You get to the level cap and essentially perfect gear very quickly, and most of the content is designed assuming you're that far advanced. Switch to hard mode and all of the content is appropriate to your level. WoW problem: You're on one server. Your friend is on a different server. Therefore, you can't play together. Guild Wars fix: There is no concept of servers, so it's not possible to be on the "wrong" server from someone else. If you're in a different district from your friend, you can freely switch to his. WoW problem: Every single Paladin (or warrior, or hunter, etc.) in the game has essentially the same set of skills available, which gets really repetitive. Guild Wars fix: You can only have eight skills on your skillbar at a time, but out of 100 or so for your class, plus the option to bring skills from other classes, that leaves you a huge variety of options. Different challenges presented by different missions make it highly useful to change your build frequently. It's common for one class to use several different builds with no more than a couple skills common to any two of them, which creates a lot more variety. And even that's assuming you don't use your secondary profession much. WoW problem: You rolled one class and would like to try another, but it's an awfully long road to get back to level 80 with gear comparable to your main. Gulid Wars fix: A character gets to full power very quickly, so once you know what you're doing, you could roll a new character and have it essentially as powerful as your main in perhaps 20 hours of gameplay--and that's without going out of your way to powerlevel anything. WoW problem: The crafting system is stupid, and really nothing more than something else to grind levels in. Guild Wars fix: Okay, so Guild Wars doesn't have a good crafting system, either. But at least it makes sense and isn't a nuisance like WoW's. WoW problem: The endgame is completely stupid. You do one instance a zillion times until you have the loot from it, and then go on to the next and repeat. Guild Wars fix: Once you're ready for the end-game, switch to hard mode and virtually everything in the game will be of a suitable level for you--and a decent challenge, too. And you can do it in whatever order you like, without being to weak for the ones you do first and too strong for the ones you do later. WoW problem: The armor you have that gives the best stats is ugly, or clashes with other pieces you're wearing. You have another armor that you think looks a lot better, but the stats on it are low enough that wearing it will get you killed. Guild Wars fix: Armor skins and stats are independent. Any stats that you can have on armor, you can have on whatever armor skin of your class you like. If you change your mind about what stats you wanted on your armor, it's easy and cheap to change them. WoW problem: There isn't a coherent storyline, but only a bunch of often unrelated fragments. The main reason you kill mobs ends up being not because you care if the mob dies, but only because it drops good loot. Guild Wars fix: The Prophecies campaign has an excellent storyline, and the Factions and Nightfall campaigns at least have coherent storylines so you understand what you're fighting for. The Eye of the North expansion is less coherent, but no worse than WoW. All have copious cutscenes to present and advance the story. WoW problem: You kill something and it just respawns in several minutes. And it spawns on top of you when you weren't expecting it, which is a nuisance. Guild Wars fix: With few exceptions, you kill something and it stays dead, at least until you reset the zone. WoW problem: A lot of content gets repetitive, with the usual tank/healer/damage dealer setup, and not that much variation. Guild Wars fix: Many missions have custom game mechanics, to the degree that from a good description, a veteran player of the game could uniquely determine mission (of 58 total in the campaigns) you're talking about from the game mechanics alone (e.g., the mission where you're accompanied by eight healers, or the mission where you place crystals to capture pedestals), without needing any reference to NPC or mob names, geographical regions, or storyline. WoW problem: Try to group for content that isn't designed for a group (that is, most of the content) and it's completely trivial and stupid. Guild Wars fix: All content is designed for a group of a particular size; you can bring as many or as few players as you like (usually up to a cap of 8, sometimes 4 or 6) and fill in the rest with AI characters without changing the difficulty very much. WoW problem: Mobs are really, really stupid. Bob the Really Big Dragon will pound on a warrior for 10 minutes straight and ignore a priest it could kill in three hits, just because the warrior has some super aggro-grabbing skill. Guild Wars fix: Mobs will attack whoever they can kill the fastest, without any notion of aggro. If the monk doesn't want to die, he'd best keep his distance from a lot of mobs, and have other party members get in the way of mobs so they can't get to him. WoW problem: I'm fine with buying a box, as well as subsequent boxes for expansions. I'm fine with paying a monthly fee. But requiring both is double-dipping on revenue, and a bit much. Guild Wars fix: You have to buy a box, but there's no monthly fee. Ever. WoW problem: Gold farmers kill the mobs you wanted to fight, train mobs to you, beg for food and water from you, and generally harass you. Guild Wars fix: Gold farmers have separate instances, so while they probably are out there (though buying Guild Wars gold is kind of dumb), they don't bother you. WoW problem: Passing items between alts is a pain. If on the same faction and the same server, the mailbox works, but it takes an hour. If opposite factions but the same server, either there's a considerable auction house fee, or if you set it at a low price, you have to hope someone else doesn't buy it up. And if you have alts on different servers, well, you're stuck. Guild Wars fix: All characters on an account share the same storage. To pass something from one to another, put something in storage on one character, switch characters, take it out of storage on the other character. Done. WoW problem: Ninja-looters can roll on loot that they shouldn't and steal loot that you should have gotten. Guild Wars fix: Every loot item is assigned to a particular group member when it drops. The chosen group member can pick it up at his leisure, anytime within ten minutes after it drops. The only "bind on pickup" items are quest items, so this doesn't waste any loot. ----- After all of that, you might think, but doesn't WoW have advantages over Guild Wars, too? Well yes. WoW has an auction house, and while Guild Wars has some vendors that buy things from players to resell them, it doesn't work as well. Guild Wars also lacks public chat channels outside of towns and outposts, though you can address that by joining a large guild if you like. |
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3/24/09 2:40:20 PM#6
Good summary even if biased (some of the strong points of GW and weak points of WoW could be reversed depending on point of view and expectation of the game). I'd say the biggest problem that people have with Guild Wars is the instancing, I find it a strong suit but a lot of others won't like it. Also some people prefer gear progression like in WoW and other traditional mmos. |
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3/24/09 3:09:32 PM#7
GW problem: The whole game is instanced. Every single zone is just a copy, which doesn't really make it massive. If its MMO, so is Diablo. Since nobody considers Diablo a MMO, neither is GW. WOW is a real MMO by all current standards agreed upon by everyone. If WOW isnt' a MMO no game is. AND...If GW reqwuired a monthly fee, hardly anyone would play. /thread |
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3/24/09 3:13:26 PM#8
Originally posted by Josher
If GW had a monthly fee it would be substantially different than what it is today. I do agree it has similar elements to Diablo though. |
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Godliest
Defender of Ascalon
Joined: 11/26/06
"There''s a time and a place for everything, and it''s called college." - Chef |
3/24/09 3:14:40 PM#9
Let's put it very simple: This may look biased but actually it's not very biased at all. WoW focuses on attracting players by acknowledging that what drives a player forward is the thoughts of how awesome they'll be when they've farmed for that new epic. I mean the game got dailies, quests that you can do every day only for maxing out your faction(?) with a faction. It's mindless, repetitive but when you max out your faction and get the epic you wanted you feel a surge of joy and happiness and you believe you're enjoying yourself. That's how WoW works and what makes it fun. Guild Wars tries to attract players by instead requiring of players that they themselves are clever enough to make builds and combinations of builds to get through various PvE areas of the game. The same goes for PvP, a good team is necessary and making one is far from easy. But PvP also requires quite vast amounts of skills, especially in HA and GvG which by some is called the "higher forms of PvP". My personal suggestion: try both and see which one you like most. If you're a generic person you'll most likely prefer WoW, but if you want to feel that what matters is your own intellect, knowledge and creativity and not your farming-endurance, Guild Wars may be the game for you. Both are good and well done games, but they are so different in how you play them and what crowd they attract that it's close to impossible to call one better than another. |
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Godliest
Defender of Ascalon
Joined: 11/26/06
"There''s a time and a place for everything, and it''s called college." - Chef |
3/24/09 3:19:10 PM#10
Guild Wars is usually called a CORPG Cooperative Online RolePlaying Game. However this got absolutely nothing to do with the topic since he didn't ask which was most MMO:y. Additionally the instancing allows for more interesting quests and there'll never be the problem of ~50 people sitting in one place wanting to kill a single monster (yes I've had that problem in WoW). You can also bring your friends and so on into these instances. But yes, it's one thing with Guild Wars that can be called controversial, some will like it and some won't. Your final comment is also ridiculously stupid since you basically just say a random argument as a fact without anything to back it up. I could as well say "If WoW didn't have Night Elves hardly anyone would play the game." and it'd be as true as your comment is. |
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3/24/09 3:27:37 PM#11
Crpg vs MMOrpg? I feel like we teleported back four years and are revisiting a GW v WoW thread. These games are totally different and both very successful. It's not easy to compare games of different genres. Maybe if you compared GW to DDO or Diablo II. Apples v Oranges. I say their both fun, I enjoyed GWs pvp (GvG/RA) and WoWs Raids when the game was more focused on its bread and butter (Pve).
Playing: EvE, Ryzom |
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Originally posted by JGMIII
I agree. Lets take Guild Wars off MMORPG.com.
Anybody else agree?
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3/24/09 7:06:29 PM#13
I agree. Lets take Guild Wars off MMORPG.com.
How about someone put up a poll of what a MMORPG is? Must everything follow the EQ/WOW model in order to be classified as a MMORPG? To me it's an online world that you can explore and quest with other people online. Guild Wars definitely fits that description. |
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Originally posted by arenasb
How about someone put up a poll of what a MMORPG is? Must everything follow the EQ/WOW model in order to be classified as a MMORPG? To me it's an online world that you can explore and quest with other people online. Guild Wars definitely fits that description.
M-assive M-utiplayer O-nline R-ole P-laying G-ame
GW is missing the first M :^) |
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3/24/09 8:29:17 PM#15
Originally posted by tro44_1
M-assive M-utiplayer O-nline R-ole P-laying G-ame
GW is missing the first M :^)
How so? It seems pretty darn big to me, more so than Warhammer for example. |
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3/24/09 8:31:15 PM#16
i like both and have played both but i think i perfer wow more. just because the world is not instanced. if they both had the same seemless world then i would go with guild wars hands down |
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3/24/09 9:09:43 PM#17
Originally posted by Zorndorf
I wish GW was free, hell I spent like 200 bucks on that damn game lol. Also I wouldn't down play GWs success they have sold near 7 million boxes. Also just to make you Emo rage a bit GW pvp > WoWs LOL arena. Playing: EvE, Ryzom |
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3/24/09 9:13:01 PM#18
Hmmmm... I like both games because they each bring different elements to the gaming community. I've played GW's more but that is most likely due to the fact that it is F2P. Sometimes I just need a game fix or a break from a diffent game that I am paying a monthly fee for so I go back to GW's. I do think that GW2 could change the way of p2p models if they accomplish what they want to do. |
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3/24/09 9:18:52 PM#19
Originally posted by JGMIII
I wish GW was free, hell I spent like 200 bucks on that damn game lol. Also I wouldn't down play GWs success they have sold near 7 million boxes. Also just to make you Emo rage a bit GW pvp > WoWs LOL arena.
I think you'd be better off ignoring the WoW fanboy. |
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3/24/09 9:24:29 PM#20
Originally posted by Zorndorf
I think you'd be better off ignoring the WoW fanboy. Why? because a free to play game has 20 times less players? Jesus.
Free lol. Fanboys are funny. |
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