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10/31/11 11:03:00 AM#261
I have to choose? This is news to me... Can someone point me to the article/dev diary that says I have to choose between the two? MMO History: |
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Zeroxin
Elite Member
Joined: 6/21/06
My words are not here to sway you,they are here to make you understand. |
10/31/11 11:10:36 AM#262
Originally posted by caremuchless Funny, someone picked SWTOR earlier for the exact same reason. Obviously, fanboyism dictates that one of you is wrong and both of you have to fight it to the death. This is not a game. |
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10/31/11 11:54:23 AM#263
Originally posted by Fozzik Save an orphanage, save a hospital. You're still choosing between good and good. Even in those situations where your friends may die you'll be choosing between good and good. Either way you're not choosing anything that can in any way be classified as selfish or evil. And as someone who loves anti-heroes the like you see in George R. R. Martin's and Joe Abercombie's books I just can't get all that excited about a choice system like that. Sure, SWToR won't be all that much better in that regard with the rather extreme choices you have to make, but at least there are evil choices. It's still 100% better in the evil department. And from a RP perspective I love having those choices. Even if the system doesn't have that much more depth it allows so much more RP opportunities to be able to choose between good and evil. We are the bunny. |
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10/31/11 12:00:47 PM#264
Originally posted by Nadia Eric Flannum: As part of their personal story, each character will choose to join the Vigil, the Durmond Priory, or the Order of Whispers. Which organization they join will have a dramatic effect on the story they experience. Of course, each of these organizations is very important in our world and all of them will have a major impact on the fate of Tyria. Morality choice in a game can be a very interesting mechanic, but is very hard to pull off correctly. Early in development, we talked about whether or not we wanted to present these sorts of choices in Guild Wars 2. We decided against this style of play both to ensure our focus as developers, as well as maintain the cooperative nature of the game. Therefore, all player characters in Guild Wars 2 are considered “good” and would never join one of the many “evil” organizations in Tyria.
There won't be a morality system in GW2. You will always be a hero. You will always be good. We are the bunny. |
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10/31/11 12:06:12 PM#265
Originally posted by gobla Sounds like being Mr "Do No Wrong" Hero. And it's little decisions like this that detract from what I feel could be a really great game... Forcing everyone onto the same team is just kind of... weak. It also forces them to have this mystical WvWvW PvP rather than the obvious inter-faction PvP that should have been in the game. |
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10/31/11 12:09:47 PM#266
Originally posted by gobla You have a choice of saving a city from occupiers or leaving it alone and letting the occupiers burn it down to the ground. There's not a big mistery around it. You (and people around you) make choices in the world and this choices affect the look of the world. So you might choose to leave the city and make it easy for them to destroy the town, but then someone might help them and the city will stay where it is and the people will then start asking for help with rebuilding the city back. But then you have your personal story where you can do missions and you can choose if you'll help someone do what he has to do or will you ignore it and let him meet his doom alone. Helping him or ignoring him will have different effects on your story, if you help him he might offer you something what'll make your story branch to another place, where it wouldn't go if you choosed to ignore him, and that guy will always be in your city and offer you his services and vice versa. Another example is: there's a orphanage burning down and there's the towns bar in trouble, you can help only 1 of them since the orphanage will burn down soon and the towns bar won't be in this specific situation for long as well. So if you choose to help the bar it will always be there and the ppl in it will recognize you for your help to them, hell you can even start a bar fight if you want in there, but the orphanage will remain ruined and it won't be usable since it's burned down and many died in the fire. So you have choices and you don't always have to do something you don't want to, that's why GW2 is interesting. You can fail (intentionaly or not) and that has it's own consequences and makes the story advance in other directions. And there's something involving your story line where you can choose if you want to hunt down your father (with charr) and kill him, let him live or not search him at all. But I'm not sure about that last part, so kinda there are choices. About SWTOR choices, in SWTOR you have choices of good and evil, and it's always been like that in SW games. You can choose if you want to be sith or jedi by just clicking the answers and making npcs do different thing because you've chosen a different answer. But it's kinda the same only thing is in GW2 you don't get "Evil" points for walking away and there's no click button which says "I'm walking away and ignoring that idiot because I want to". So basically you have choices, only difference is BioWare has done it in their own way and GW2 made it in their own way.... You can't really judge the games without knowing about BOTH of them! "Happiness is not a destination. It is a method of life." ![]() |
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10/31/11 12:20:24 PM#267
Originally posted by mmogawd Faction pvp is in GW1 and after Eye of the North that story is long gone so you can't bring back something what's dead for hundreds of years with something simple. Maybe they bring it up back with something big like the new gods rising or something in the expansions of GW2? that'd be something to think about :D "Happiness is not a destination. It is a method of life." ![]() |
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10/31/11 12:21:35 PM#268
Originally posted by korent1991 Walking away and not receiving a reward isn't really the same as being confronted with a choice to actively choosing to do something evil for an actual reward....... We are the bunny. |
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10/31/11 12:25:23 PM#269
Originally posted by gobla I agree, it is a minus they decided not to implement that, it would made GW2 so much more diverse than it will be now simply by allowing people choosing "Bad" or "Good" karma or something. But still choices are there, it's not the same tho :) "Happiness is not a destination. It is a method of life." ![]() |
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10/31/11 12:37:00 PM#270
I don't think dynamic events are going to be as uh... dynamic as people are saying. Maybe I'm just reading wrong but it seems like people are expecting a unique quest everytime they go back to one of the events. My guess is it will be... Defend/Ignore City under attack by Undead > Did you defend? If yes, event stays the same. If no, Undead took over. New event: Retake/Ignore City. Repeat. That is the extent I believe it will go to. Now, if the undead continue to take over new cities if people ignore them... that would be awesome. However, it looks like they are wrapping a handful of quests together and allowing you to go back and forth between them. I don't care about PvE either way, but I'm still curious to see how it turns out. |
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10/31/11 12:38:05 PM#271
Originally posted by Fozzik A truely epic response Foz. I couldnt of said it better myself.
People who are tired of WoW's model who have gone from game to game looking for a new MMO are going to be so disappointed in SWToR because it follows the same run of the mill threadmill that plagues MMO's of the WoW model.
I should know, I am one of those players, as is my entire guild who left WoW to Rift and quit that game within 2 months because it follows the same archaic and boring principles that make this sort of MMO horrible. It is all the reason why I spend alot of time bashing SWToR because I honestly think of my self as the anti-hero here, trying to persuade people who are sick of the same old same, to look past the new shiny and sink their teeth in to some real meat. |
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10/31/11 12:39:20 PM#272
Originally posted by gobla I've always kind of preferred the flawed hero archetype myself. Just because you can't run around raping and murdering doesn't mean have to sh*t rays of sunshine. Except maybe in children's stories where there is only black and white and rarely a muddy grey in-between. From what I recall, you'll be able to resolve some decisions in ways that aren't exactly angelic. I'm satisfied with that. |
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10/31/11 12:40:50 PM#273
One day.... please! Just one day where I don't see useless GW2 or SW TOR spam on front page. Key world "Useless"
New Screenshots? New gameplay talks? All good. "Which will you play?" Useless... "Which is better?" Useless... "GW2 Will fail!" Useless... SW TOR Is a wow clone! Useless!!!!!!
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10/31/11 12:44:27 PM#274
Originally posted by Kelthius If undeads are attacking the city and you ignore them, they capture the city. That DE is over. The next one is, they are recruiting more undeads and are spreading to other cities and trying to capture them. If further ignored, they repeat doing that untill they come to a certain place where they have something in value and can probably summon their god or something. If not ignored and you attack them, city is defended and people in it ask for help with rebuilding it but at the same time the new event starts where people try to push them back underground or in the cave from where they came from. If successful new event starts where you can try and capture their main "castle" where they recruit underground. If sucessful that chain stops and new DE starts where Undeads are trying to capture that castle back and you gotta defend it. That's gonna roll untill they capture it, probably in waves since it's pointless to defend the city 24/7 untill there's only 1 of you and 100000 of them xD... That's how I got it from devs trough many vids I watched and red interviews... :D correct me if I'm wrong somewhere. "Happiness is not a destination. It is a method of life." ![]() |
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10/31/11 12:55:01 PM#275
Originally posted by mmogawd One of their goals with PVE is to take away barriers to community. It's not like a traditional MMO where you're suspicious of other people because you don't know if they're going to compete with you for spawns, steal your kills or your gathering node, or start that escort quest without you. In GW2, not only is the game designed to be purely cooperative, but they want it to be as griefless as possible. There's no competition for spawns, not only is there no mob tagging, everybody who helps gets xp and loot, everyone gets a whack at gathering nodes. Other people to always help you, never hurt you. They want you to WANT to see other people. There are benefits to WvWvW PVP above inter-faction PVP so it's entirely possible that they would have done it anyway even with a different PVE system. Having players come from different servers increases the size of the battle. Instead of there being three servers all doing their own 333 vs 333 vs 333 fight, it's instead one giant 1000 vs 1000 vs 1000 battle. Instead of factions being fixed and subject to population imbalances (always A vs B+C), servers are reranked and rematched at the end of every 2 week battle based on W/L record. Not only do you face more equal competition, you never know if you'll be the big or small faction each time. And the W/L record gives people real server pride to fight for. In my opinion, these little decisions enhance the game, not detract from it. |
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Moaky07
Advanced Member
Joined: 2/24/07
MMO sandbox games are as exciting as watching paint dry. |
10/31/11 12:56:29 PM#276
Have no interest in GW2. Has nothing to do with whether it is a good game or not. Playing TOR due to story/BW. Asking Devs to make AAA sandbox titles is like trying to get fine dining on a McDonalds dollar menu budget. |
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10/31/11 1:00:11 PM#277
Originally posted by Zeroxin lol
Well, truth is, anyone can play any game however they choose. And if they want to play SWTOR casually, good for them. Maybe they like the whole story aspect of the game.
Casual 3 way PvP + progressing at my own speed, wherever I wish and however I wish sounds like a ton of fun. And thats why for me GW2 is an easy decision.
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10/31/11 1:04:40 PM#278
This is an easy choice. I choose Star Wars. Simply because it drops first. This doesn't work really until both games are out or unless they dropped at the same time but they do not. |
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dirtyd77
Novice Member
Joined: 11/28/06
Your "best"! Losers always whine about their best. Winners go home and fuck the prom queen. |
10/31/11 1:05:07 PM#279
Both I choose both !!!
Unlike some people out there I think they will both be good games and I will enjoy most of what both of them have to offer. |
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10/31/11 1:05:26 PM#280
Originally posted by Supersoups If you call raiding with 4 other people then yes GW2 has raiding. (this is where the hardest content of the game will be)
If you call organized, logistical nightmares, DKP headaches, scheduling to play a game, having to deal with idiots on vent, loot drama, and all the other nightmares that Raiding entails then no GW2 doesnt have that sort of raiding. But it does have impromtu, spur of the moment raids whereby everyone is rewarded, content is available and more importantly accessible at all times barring some event trigger then I cant wait.
I dont want raiding because developers spend an inordiante amount of time developing content for the elitist and smallest minority of gamers. Its a known fact that around 10% of a games population raids on a regular basis, and an even smaller percentage actually beats the content. It wouldnt be as bad if raiding was the reward, but no, developers have to go and put the best and shiniest gear on raids leaving the more casual players to never be able to compete. Here's and idea you need to wrap your had around: If raiding rewarded the same gear as 5 mans, or through solo kills, which do you think would be most popular? Raiding is a carrot for the people who want loot, if raiding was about content then I would be ok, but its never about content, its always about the drops. |
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