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Originally posted by sofakingdumb LOL really? GW2 is the home for MMORPG failures? I seriously have no clue what you're talking about. But I'm thinking that in the coming months, you will see the MMORPG "failures" outnumbering the MMORPG "successes" by a large margin. Are you team Azeroth, team Tyria, or team Jacob? |
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7/24/12 1:49:05 PM#162
Originally posted by Creslin321 Yeah there's not really much else that can be done for questing (I think I've even seen a GW2 dev say close to the same), and I agree with the point you're making. Perception is key, for me I've really never got that feeling of being directed when I get a quest, I look at it as a task my character decided to take on (IE it's my choice to be doing this). For every minute you are angry , you lose 60 seconds of happiness."-Emerson If you can't argue the point don't say anything at all. |
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7/24/12 1:53:07 PM#163
It's easy to miss the next part of a DE chain - you have to be paying attention to what the NPC's do/say. You have to watch them, listen to them, follow them, talk to them... I think so many MMO gamers are just SO used to the "quest grind" if there isn't an indicator on their screen saying "OK NOW STAY HERE FOR 2 MINUTES FOR THE NEXT EVENT IN THE CHAIN" they wander off like little ADD bunnies looking for the next content to consume, rather than enjoying the experience of the content itself.
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7/24/12 1:54:44 PM#164
Originally posted by Mithrandolir Reminds me of Crocodile Dundee when he turned on the TV in his hotel room, when the reporter pointed it out to him. He sees I Love Lucy and he makes a quip regarding that - yep - that's a TV and that's what he saw. That is how I feel about DE's - saw them in Warhammer and then we saw Rifts in Rift and now we see DE's in GW2. ![]() |
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Originally posted by Teala Public quests were a great concept in Warhammer and Rift, but they were never really implemented properly. There were just so many things that made them not work. Either you didn't have enough people, had too many people and it was too easy, high levels were hanging around to "help" lowbies with their PQs, they all felt the same (esp. Rift), etc. etc. I feel like GW2 is the first game to implement the concept really well. Are you team Azeroth, team Tyria, or team Jacob? |
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7/24/12 1:57:42 PM#166
Originally posted by Mithrandolir Very nice post. I believe you and I share many of the same primary interests when it comes to MMOs :) Your post really drives me to make 2 philosophical points. First, I don't think everyone is as capable as you of changing your opinion, and especially publicly admitting you changed your opinion. Most people perceive this as admitting they were wrong, which comes as a blow to their ego. I fear many players who could potentially have a great time in GW2 are simply resigned to the role of eternal hater. Second, is a counter rant on perceived GW2 fanboyism in reasonable posters. For rational, reasonable GW2 fans--who are generally easy to discern from the quality of their posts--the causality is such that we first critically analyzed the game, then, based on what we've seen, concluded that the game is pretty awesome. We thus become fans. The causality is NOT the other way around. We are not first fans of the game, and then therefore capable of only formulating positive opinions about every facet of the game. We remain perfectly capable of perceiving flaws or deficiencies in the game, which is also evidenced by the content of our various posts. Certainly there are actual fanboys for every single game, whose already established positive opinion of the game influences their perception and essentially renders them incapable of criticism. But these people aren't reasonable. I would implore anyone who reads a post by a GW2 fan to determine whether or not that poster comes off as reasonable before writing him/her off as a jaded fanboy. Similarly (and thankfully) there are reasonable critics, such as yourself, who are not eternally relegated to the critic role. Refreshing to see :)
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7/24/12 1:58:00 PM#167
Originally posted by Teala DE's in GW2 are the evolution of Rifts in Rift which were the evolution of PQ's in WAR. If you don't / can't see the differences, you aren't looking very hard. You are seeing what you want to see. Creslin said it best - it's all in the implementation and design, GW2's DEs are the first successful attempt at this kind of content that don't have any glaring flaws. MMO History: |
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7/24/12 1:59:25 PM#168
Originally posted by aesperus Yeah I did a few chains and those were great. I did see quite a few things that really didn't interest me past the first phase as well though, that's the disparity I was pointing out. Just for a point of discussion I could point out a way to handle DE's I think would have been a bit better. Cut down the number of actual DE's and make them all a bit more interesting/longer a bit more dynamic (Move around zones more), while filling in the smaller DE's with more actual questing similar to Personal Stories. That's just me though.. For every minute you are angry , you lose 60 seconds of happiness."-Emerson If you can't argue the point don't say anything at all. |
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7/24/12 1:59:54 PM#169
Originally posted by BadSpock
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7/24/12 2:02:02 PM#170
Originally posted by Distopia Have you seen the layered events? The reactor place in Asura lands was my first real exposure to a crazy area with multiple DE's running simultaneously on top of each other. All indications point to that as you level up, there are more/better/layered/longer DE's and less Heart quests. In my limited experience, this is true. MMO History: |
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7/24/12 2:02:07 PM#171
The best critic that i've heard from gw2 comes from this youtube-blogger total halibut http://www.youtube.com/watch?v=xtG0kkDviTU&feature=g-user-u Especially the end-level progression part which i find rather harder to discuss as all BWE only allow us to go only around level zone 20ish . He basically mentioned that once we reach 80 the idea of cosmetic items , well balanced items ...and 'fun' as incentive to continue playing is rather .. insufficient. |
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Kyleran
Bitter Vet™
Joined: 9/13/06
Fools find no pleasure in understanding, but delight in airing their own opinions. Pvbs 18:2, NIV |
7/24/12 2:02:32 PM#172
Define successful. We can't measure subs, so that metric is out. I'm sure it will sell zillions and zillions of copies and be financially successful. But what I wonder is if 1 year from launch, will it still have the same number of people playing on the servers, or perhaps more than there were at launch, (a la EVE or WOW) or will the number of active players fall off substantially making the servers ghost towns? (like most other games) The latter is how I measure success, but I'm sure ANET prefers the former. (along with how well expansions/cash shop items sell)
"What gamers want ... is new game play patterns different from what they've experienced before" - Axehilt |
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7/24/12 2:02:49 PM#173
God damn trolls on these forums is ridiculous. Objectively GW2 will be successful because its a well above average quality game with a solid devoloper behind it that is also cheap to play. Subjectively GW2 in my opinion is way more fun to play than WoW was in its beta, and i do wholeheartily believe that GW2 will have more players than WoW within a year. Reason for this being is the shear amount of preorders and hype behind the game. Millions will be playing at launch and wanting their RL friend to join them, thus more players, and the game keeps your attention long enough for those friends to get more people playing and so on. Of course this is all speculation but i havent felt this way about a MMO ever.
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7/24/12 2:04:12 PM#174
Originally posted by Distopia Ya, there is a lot of variety (for better & worse). There are some really long chains, though. You just don't generally see them as much in the starter zones, because they have to be short and repeatable, otherwise new players burn through the content way too quickly. You also can't really have a lot of events that impact the world too much early on, because people are still learning how to play, and don't want to miss out on their first bit of content because they couldn't login in time =/. But anyways, that's the tradeoff w/ DEs. You can't have content on demand with a system like this. |
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7/24/12 2:04:37 PM#175
Originally posted by Meriik Well that wouldn't have anything to do with the fact that the game is "total free to play", once you have bought it. ![]() |
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7/24/12 2:05:11 PM#176
Originally posted by Teala DE's have multiple outcomes depending on if they fail or not and at which step in the event either happens. Later zones they get much more invovled and the persistent effects are much more pronounced but you can see persistant effects all the way back to the starter areas just not as noticable. I angered the clerk in a clothing shop today. She asked me what size I was and I said actual, because I am not to scale. I like vending machines 'cause snacks are better when they fall. If I buy a candy bar at a store, oftentimes, I will drop it... so that it achieves its maximum flavor potential. --Mitch Hedberg |
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Originally posted by Teala LOL no of course not. Newsflash, GW2 is not a sentient machine that scripts its own content. But seriously, if this is what you demand of an MMORPG before you give it a chance, then you may as well stick to single player games. No one that I know of has ever argued that DEs are what you describe. I dunno, I feel like SWTOR broke your heart, and now you're just incredibly bitter towards any new MMORPG that vaguely resembles it. All I'm saying is...try to see the light at the end of the tunnel. There will be great MMORPGs again at some point. I feel like you're basically judging this game unfairly because you got burned before, and possibly robbing yourself of a great experience. I'm not saying this to be insulting or anything, I'm just saying that you may actually like it if you give it a chance and don't decide that you completely hate it before even playing it. Are you team Azeroth, team Tyria, or team Jacob? |
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7/24/12 2:05:47 PM#178
Originally posted by Teala There is no such thing as randomly generated content when it comes to programming a computer - someone will always and has always figured out the variables/conditions. They are "dynamic" in that the adjust their size/difficulty based on the number of players and they have multiple win/loss conditions and phases, like a tree with multiple branches wtih multiple branches branching off of those branches etc. As such, there is no "linear" path from start to finish, as the path from start to finish is varied based upon what branches are "chosen" based on player interaction. There are "absolute win" and "absolute loss" conditions at the end / beginning of each chain. So are they truly dynamic? No. But as I was saying they are the evolution of Rifts in Rift because they are far more complex. MMO History: |
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7/24/12 2:07:28 PM#179
Originally posted by BadSpock I didn't hit the asura areas this weekend, I was too busy in the human areas (Only got a few hours in there last BWE). I spent most of the weekend PVPing though which I think is the games real strength. The PVE is fun and so is the world itself, I just didn't see things around to hold me down to one area for long, on top of that I seemed to always arrive at the end of an event, lol. For every minute you are angry , you lose 60 seconds of happiness."-Emerson If you can't argue the point don't say anything at all. |
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7/24/12 2:10:03 PM#180
Originally posted by ipeka You sure you're paying attention? His concerns with 80 were not in the incentive. It was in his concern that the zones might not be as fleshed out as the earlier ones, and thus we would essentially be going back to lower lvl content and grinding. If anything that video shows that cosmetic items is definitely incentive enough. He spent 50$ ingame, while filming that, on a bunch of cosmetic stuff, a cow finishing move, and so many dyes that he didn't have room to store them all. People like buying stupid crap. That's been proven in more than just MMOs. As long as they have enough interesting / cool-looking stuff in the game, people will want it. |
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