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7/12/12 11:07:22 AM#201
Originally posted by seridan According to your logic... TOR is a success. As Success equals fun. No one can argue there are AT LEAST about 100K playing TOR and having fun... so... 100K is "lots" of people... those "lots" are people having fun. Hence... the game is a success. I agree. The only way a game fails is to shut the servers down. If they have anyone paying them to play, it's a success...lol. |
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7/12/12 11:09:46 AM#202
Originally posted by Fadedbomb hmm why do you get angry when someone tells you that you like exactly what you are describing?? You are not going to find what you want in a themepark....its like he said, sandbox charactereistics that you like. |
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Originally posted by Sebber Can you place a house where you want in the "living breathing" world of GW2 with respect to obvious quest locations or scripted events? Can you create cities? Can you leave a lasting impact on the world around you, or is it simply a respawn/scripted event that has no real dimensional impact on anything you've done so far? If I save X city from being ravaged by Centaurs will it perminantly leave that town scared if I fail in protecting them, or will it eventually be "magically" repaired & reset for someone ELSE to experience said content EXACTLY the same way you experienced it? Can you craft armor from items you gathered/looted/mined/collected from the GW2 world that are unique, or are they simply stacks of generic metal/stone/cloth/string with no decernable difference between another piece of similar material? How is the economy driven? Is it simply based on gear drops from instanced bosses that anyone and their mother can do in an hour thereby demeaning the whole experience?
These aren't sandbox elements mind you. MANY other MMOs from the past have done similar elements (granted not all) and were still Themeparks/Sandparks. This is true immersion, and true interaction with world that creates that living breathing world. A few choices of armor color, armor design, hairstyles, skincolor, class type, and weapon choices do NOT make you unique...only more diverse than a two-sided coin.
Obviously all are my opinion based on my 20years of gaming, but that's besides the point.
ps: I'm not ACTUALLY asking questions here. I'm giving you examples that you can fill in the blanks for yourself with. Most, if not all, are solid "no's". The Theory of Conservative Conservation of Ignorant Stupidity: |
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Originally posted by Kuppa You missed that part. He tried to categorize me as "Oh, you're a sandbox player, therefore nothing you say matters about themeparks.." which is childish and a completely unacceptable way to shut someone down whom has a differing opinion. It's not even an attempt at a discussion. That's why I got angry. I also played EQ, which was the first iteration of a themepark. It was also NOT "hand-held quest driven" which brought challenge and thought into the equation. So simply demeaning me as a "sandbox person" is trolling at best. That and he's wrong, those two things :)! The Theory of Conservative Conservation of Ignorant Stupidity: |
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7/12/12 11:17:06 AM#205
Originally posted by Fadedbomb IDK it just seemed to me like a "you like X playstyle and this game does not have it, end of discussion"....do you just want to keep arguing? |
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Originally posted by Kuppa I'm confused here, who's fighting? We're having a discussion and he made a horribly rude and childish comment. Moving on now ~~~> The Theory of Conservative Conservation of Ignorant Stupidity: |
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7/12/12 11:19:00 AM#207
Originally posted by Fadedbomb Meant to say arguing :) And you should have probably moved on earlier, there was nothing "childish" about his comment |
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Xzen
Advanced Member
Joined: 5/01/06
A sword is never a killer, it is a tool in the killer's hands. |
7/12/12 11:28:41 AM#208
Originally posted by Fadedbomb Hey it's ok if that is what you like. In your own post you said you will not play GW2 because it lacks sandbox features. Nothing wrong with that. Also just so you know I play and enjoy both types. As for your last point I agree that most people will not play gw2 for more than a couple months, no real lasting power there just like any themepark. But that's why I think it's worth the box price with no sub fee. |
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7/12/12 11:34:29 AM#209
"GW2 will be seen as successful due to box sales only, doesn't mean it's an industry changer!" Who cares? why should ppl care? i mean, feels like most of ppl (in this website) that like a game are more concerned if that game is gona beat WoW rather than if they will enjoy all the game content or something. And if a game is very awesome but because it only has 100k subs + couple servers they wont play it and they'll move to an OK game with 5m subs + hundreds of servers. Ppl should just play a game they seem fun and not by subs decreasing order. |
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7/12/12 11:35:31 AM#210
Originally posted by Fadedbomb -Player housing is being disucssed by Anet. They're doing guild halls for sure, but up in the air about player houses. We'll see. -No you cannot create cities. -You cannot have a lasting, permanent effect on the world. But, name me one MMO that does this. Even the vaunted sandboxes like UO, Darkfall, EVE, etc. You kill a mob, it respawns. You defeat an enemy, and it appears, or they create a new one to replace it. There is no permanence in a PVE environment of any multiplayer game out there. If you can cite an example I'll gladly eat those words, but near positive it doesn't exist. It can't. If you had that, and the first few people cleared it all, there'd be nothing for anyone else.
Oh but wait, you say. We can make new events with new monsters! Which, in essence, is still a respawn. Just using a different skin. The closest you can come to PvE permanence in a persistent, online world and still manage to provide meaningful content to thousands of players, 24/7, is to create many, MANY random spawn points, and have the spawn table itself be RNG. So you never know what's popping up or when. That gives the illusion of permanence.
-I never quite understand that crafting comment. What exactly do you mean by unique? And can you cite a game that's done it? I know in UO you could discover your own crafting recipes, but all they really did was have maybe a slightly different stat point or two, and have the player's name on them (e.g. "Bob's Super Sword of Awesome"). Is that what you are talking about?
-We can't answer questions about the economy since it doesn't exist yet. however, conjecturing from what we've seen so far, the big ticket items will be: -crafting materials -crafted items -gems -possibly dyes (if they get this system working the way it SHOULD work) Dungeon loot can be gotten by anyone. Even if the Tier 1 dungeon doens't drop your chest piece, you gain tokens with which to buy the same piece. And gear is less stat driven than wow, so you're mostly just concerned with aesthetics.
I will agree your vision is MORE a living world than GW2, in the way that GW2 is MORE a living world than wow. Consider it progression.
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7/12/12 11:45:25 AM#211
Theme parks lack long term replayability. The dynamic event grind will wear people's patience thin. Doesn't matter if you change classes or races the event grind will always be the same, go kill x amount of enemies to get to the end boss in events. It will always be the same format starting at level 1. Yeah it will sell well like every mmo does at launch but this is nothing more than your weekend stay at the beach. |
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7/12/12 11:47:27 AM#212
Originally posted by Mephster This is a possiblity. but if you make it new enemies, in different areas, and provide different objectives, it can still be fresh and interesting. For many people. many others see ANY quest as a repeat of any other quest; I don't know how those folks play RPGs. |
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JoeyMMO
Apprentice Member
Joined: 10/09/11
To busy playing GW2 to post much around here... *shrug* |
7/12/12 11:49:11 AM#213
Originally posted by Fadedbomb
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7/12/12 11:56:50 AM#214
Originally posted by Fadedbomb While this is something I would enjoy, no game has ever done all these features. This is basically just a pipe-dream that hasn't happened and probably won't for a long time. I do think it would be awesome, but was never something GW2 or most games ever promised. ArenaNet is delivering on all of their promises I have read so far, and I am sure more stuff will be coming down the pipe at some point. Just whining about getting pizza when you bought ice cream at an ice cream shop makes zero sense, and I am not sure what the heck you were expecting ... |
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7/12/12 12:01:17 PM#215
Originally posted by Mephster Mmhh how do you increase your combat skills in a sandbox like UO... wait, I remember now, you go out in the world and kill (aka "grind") mobs. Sandbox games lack long term replayability, the repetitive grind will wear people's patience thin. (I'm a big fan of UO, but I just wanted to point out the nonsense of assuming "boring grind = theme park") |
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7/12/12 12:12:18 PM#216
Originally posted by The_Korrigan Haha yeah, I remember spending a TON of time in UO grinding skills or gold. I probably killed daemons with blade spirits for like 150 hours total. And I remember spending a lot of time just sitting in firewalls in player towns to raise magic resist. What you are missing Mephster is that community engenders longevity. UO had tons of grind, but it also had a great community that kept people coming back. I dunno, I think a big difference between older school games and new school games is that in old school games, you played the game for fun and getting exp/skills/gold was just something you did when you wanted to. But in new games, the game is getting exp/skills/gold. And that makes it feel much more like a grind. I am hoping, with its large variety of things you can do, that GW2 will bring back the days where we just played a game to play. Are you team Azeroth, team Tyria, or team Jacob? |
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7/12/12 12:16:58 PM#217
To me, grinding of the standard sandbox level just screams that it's low quality. It was acceptable like 12 years ago but they need to come up with something better now. |
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7/12/12 12:17:36 PM#218
Originally posted by Creslin321 Best ways to create and foster community in a MMO- (in no particular order) 1. Player cities/towns 2. Shared objectives 3. Cooperative goals 4. Team based competition 5. Economy GW2 has 4 of the 5. The fact the game is without a doubt built as an immersive world, combined with the focus on fun and adventure - not gear and levels, hopefully will couple well with the above to create a game where you can indeed play the game to just.. play! (no monthly sub fee helps w/ that too!) MMO History: |
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7/12/12 12:19:19 PM#219
In before GW2 kills WoW's population and becomes the most popular MMO for the next 5 years. GW2 is an amazing game and deserves as much as that, hats off to arenanet for making such polished game that ill be spending thousands of hours enjoying. This isnt hype, this is from what i've experienced actually playing the game. It would take a fool to believe that GW2 wont change the industry, MMO's will be scambling to follow GW2's example. |
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7/12/12 12:19:50 PM#220
Originally posted by BadSpock Good points, agree 100% :). I also have to bring up that in GW2, I actually enjoyed the battlegrounds just for the fun of them. While in other MMORPGs I tolerate the massive imbalances of the battlegrounds just for the exp gain. Here's to hoping that GW2 brings back game playing as opposed to exp playing. Are you team Azeroth, team Tyria, or team Jacob? |
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