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GeezerGamer
Advanced Member
Joined: 4/03/12
Who ever said "Familiarity breeds contempt" didn't have an internet connection. |
9/11/12 2:40:30 PM#121
In this illuminating brilliance of light complete with god rays and angel choirs in the back ground, I have experienced an epihphany. I must now concede to the elevated wisdom that dictates GW2 in fact did kill quest hubs. We now have to work through radii of assigned tasks. If the conversation turned "Tit-for-Tat", and I've stopped posting, Consider it your win. |
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Zekiah
Apprentice Member
Joined: 1/06/07
Hype (noun) |
9/11/12 2:53:44 PM#122
Originally posted by laserit Virtual hand-holding is also considered "industry-changing" and popular these days. "Censorship is never over for those who have experienced it. It is a brand on the imagination that affects the individual who has suffered it, forever." - Noam Chomsky |
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9/11/12 3:13:21 PM#123
Quest hubs... make sense. I like them.
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9/11/12 3:14:15 PM#124
When will we get our first Virtual Reality MMO? (VRMMORPG) Now that would be a great leap forward. This is nothing!
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darkhalf357x
Hard Core Member
Joined: 1/25/12
I'm only playing the role chosen for me. Who you supposed to be? |
9/11/12 3:19:52 PM#125
I like GW2. I really do. Its beautiful and the world is fun to explore. The complaint I have (and its personal) is the story is too light to pull me into the adventure. When I do talk to an NPC I somehow don't get that connection or context to why they are there. Half of them just say one word "Hi" "Hello" "Death to the enemy" I would have prefered something a bit scripted. Unless I am speaking to people in my personal story. Which are the aspects I do like. Its almost as if they dont want you to get lost in the story but lost in the world. I want to do both. Unfortunately its hard for me to do that if I dont have a dramatic reason or motivation to do so. I like a hybrid. Give me a quest hub or more specifically a flouring town(GW2 nailed this) Remove icons so I have to FIND the quest giver. Forcing me to interact with the NPCs. Bring back voice overs, just not to the overdone level of SWTOR. Voice adds character. Or just have voice and no cut scene. Talking is a definite improvement over reading text. Then let me explore the land and determine where I have to go to finish my quest. I dont understand why it has to be ALL (linear quest based hubs with icons) or NOTHING (no quest based hub and full exploration). Have a bunch of stuff for me to do if I get bored trying to fulfill a quest. A competent crafting model. (Vanguard had awesome crafting but the game is just dated). Im a sucker for housing. Let me build a house. A boat. Then sail to another land for the next 'quest hub' Give me quests on the water. Underwater. etc. Everywhere I go there should be something for me to do. A good market so I can sell goods for coin. Tons of loot. Lots of stats for me to calculate. Let me build my own character. I want to be a rogue/ranger/warrior. I prefer to be given XP points and allocate them how I choose. Let my gear be a factor but my skill be the final say. Part of the fun of role playing is understanding how the role fits within the world you are living in. I understand this can be difficult in an MMO with millions of others, but dont feel its impossible. Coming from someone who is not a developer. Is that thempark? sandbox? theme box? sand park? I dont know.. but its closer to what I would enjoy in the long term. Though I am accutely aware the real deciding factors are the general public of who I find I tend not to agree with entirely. |
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Ponico
Apprentice Member
Joined: 2/01/06
Can you imagine what I would do if I could do all I can? - Sun Tsu |
9/11/12 3:22:05 PM#126
It's not just the Events and exploration that makes GW2 so unique. It's how it all blends in together... One moment, you're throwing snow balls at kids, the next you are defending their town from an invasion of bears only to suddenly lead down to a huge epic boss fight on a frozen lake. That's all in one single hour or so of playing... The initial goal was just to get a few hearts done but instead, you've ended up at the other side of the map, fighting homeland lol. All this without even realizing that you were actually questing. What really wraps it up is that not only you had fun. You're now richer, full of loot, you have crafting matts for a few levels and you got tons of Karma and such.
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9/11/12 3:43:37 PM#127
Im impressed.
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McGamer
Elite Member
Joined: 7/24/05
"Fear leads to Anger, Anger leads to Hate, Hate leads to Suffering" -Master Yoda |
9/11/12 3:43:44 PM#128
Originally posted by Fadedbomb Zones are not linear because there are multiple zones with any player can use to level in so you are not restricted to only one zone to use at a time. |
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9/11/12 3:47:12 PM#129
I liked your article and it will be nice hearing from a developer as i love reading the developer perspective on things. With that said, I hope this first article doesn't run you away honestly because some of the more prominent posters on this site will, and from what i've seen already, have torn your article to shreds because that is just simply what they live to do. I am personally glad you're here, but i don't want this to be be a "one and done" article for you. I play GW2 pretty heavily and will enjoy it and the original for years to come, however i can see why some people simply don't agree with the hub system being "gone" because it's not. The responses did take your words and the title too literally, but again, some of these guys can't wait to take anything ever written on this site too literally. |
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9/11/12 3:53:54 PM#130
Based on some of the responses regarding quest hubs, pretty much every game ever made can be called a quest hub. Hell ,based on the logic expressed in the comments here, life itself is a questhub, therefore life sucks! First quest - alarm clock triggers event - get out of bed. Go Brush teeth. Take shower. Get dressed. Quest complete! What's the next quest? Oh yeah, drive to work! Mother f*n quest hub! Too funny. Great article. |
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9/11/12 3:54:02 PM#131
I have to ask, do people enjoy going from random unmarked NPC to random unmarked NPC to see if they have a quest or something interesting to say?
I hated doing that in single player RPGs, why would I want to do it in a MMORPG? |
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9/11/12 3:59:50 PM#132
Originally posted by itgrowls I Have come across some very cool places also, Arenanet did a wonderful job at world design. I wish that they didnt show you where everything was. I love that everyone can farm a node but hate that they are shown on the map. Early this morning I walked behind a waterfall, swam through some tunnels and ended up in a cavern with a rich iron node, the only thing that destroyed this experiance from being totally awesome... was that I could see the node before i got there... it took away a nice surprise in what would have been an awesome feeling of discovery. People can read wiki sites but that dosnt mean that I have to read and wreck my own experiance. |
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9/11/12 3:59:55 PM#133
Originally posted by Yamota Heh, in case you don't know, what you have posted.. "NPC faction invades an area and the "quest" is to push them back, if people don't then these NPCs will push further and further, threatening NPC towns and even eventually the capital and it is only by people banding together and pushing them back that the zone will go back to the initial state" is pretty much what FireFall is going to be like :). These game mechanics are in their most basic states in the beta right now. |
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9/11/12 4:17:40 PM#134
Silly article. Wow did nothing, some other game had not done before by WoWs release. They copied everything here and there and there. Blizzard had the greatest name of that time and did the most advertising of games ever with WoW. Nothing more. I am so tired of this endles and most times wrong WoW talk *sigh*
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9/11/12 4:18:57 PM#135
Originally posted by Johnie-Marz Indeed. It's interesting how the questing in GW2 gets so much attention and praise, when at its core the questing in TSW functions in much the same way and is slightly better at that in my own humble opinion. TSW isn't hub based either, and designed so that your progression in a zone is fairly non-linear. You explore to find most of the missions in TSW as well, some are easy to find others are hidden away to be stumbled upon when poking around. Just like GW2. Both also limit the amount of quests/missions you have at your disposal at any given time, though by different means and intents. DE or Mission, both also string you along for different objectives without the need to interact with any "hub" elements. I guess my point here is that TSW is just as relevant if we are talking about the "death of the quest hub". |
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9/11/12 4:21:04 PM#136
Originally posted by illmaculate And horray for that. It makes a huge difference to the enjoyment of the game. You should feel like you are in a game world, not Wal-Mart. |
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9/11/12 4:23:02 PM#137
Dynamic events as made in GW2 are just same old grind. You pretty much have always to kill stuff. I dont see how anyone can like this more then quality quests in TSW. Idea is promising tho and I hope it will be used for future MMOs in more varied and interactive way. It also shouldnt be core game mechanic imo, just a thing to make world feel living and changing
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9/11/12 4:28:33 PM#138
Originally posted by Fadedbomb Lol I love it. You can always tell when someone hasn't played GW2 because they get their assumptions 'horribly' wrong. GW2 has the least linear zone design since EQ. No game since then has offered so much to explorers since the early MMOGs like EQ, AO, AC and UO. It's like until GW2, MMOG designers forgot all about exploration. WoW did a decent job of this, but still not enough. I'm not talking about map completion either. I've found beautiful locations in the game that were only put in for explorers, as they are often out of the way and hard to spot. When I lead friends there in game they are blown away by that simple fact. Hidden caverns, jumping puzzles, fun locations with interesting NPCs (like the pirate cove in Queensdale.) It's so refreshing after the recent surge of lead-by-the-hand 'cardboar scenery' MMOGs like SWTOR and TERA. |
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9/11/12 4:31:01 PM#139
Originally posted by Fion Exactly this. The only thing that is linear is the story line...and that is because all story lines must be linear, lol. |
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9/11/12 4:33:39 PM#140
Ok first of all i hate you..lol /joking :) That has been one of my biggest peeves in gaming is the hand holding and markers.I enjoyed FFXI which had NEITHER,no markers and no hand holding,so it felt like an adult game. I might point out that Wow was/is not the heaviest questing game EQ2 imo is.We don't really even need to compare Wow and EQ2 they are both copies in 90% of the design from EQ. It is obvious Mr.Kern copied other game ideas,especially EQ because FFXi was not a copy cat game,they did NOT offer xp for quests ,however Wow did,so they chose to copy rather than be creative or unique. Now onto GW2.I see so many quick to make claim that they are different and it is the BEST idea.This all depends on the user because there are reasons it is not the best. They still use map markers,so replacing npc markers for map markers is still un realistic and still hand holding. Also their content can at times just magically float out of mid air just by walking up to a tree,again very unrealistic,it offers nothing to that immersive feeling. Also i have no idea why so many are giving GW2 so much credit for ideas that were already done long before them,proof is my example of FFXI "NO quest hubs".So neither is it creative nor unique nor is it bringing us into new territory.The ONLY difference i have found is ANet has done a heck of a lot more marketing and bragging about it ,where as many have NEVER played FFXI to even realize they already been there donbe that and to a BETTER degree. Now it will take too many examples and far too much to describe every detail,but i will chime on a couple. This looting system is flat out a negative to the game.People are more concerned with how much damage they can do rather than fun or helping each other.Imagine this..... You got to gether 5 random people to farm a dungeon.Then all a sudden some super elite drop falls from the boss.Now what would the other 5 players say if that one player said "I deserve this drop because i did the most damage' ??Seriously it would be met with a ton of anger,so why is this same approach accepted in GW2?I think again it is because Anet has done the most misleading sell job i have ever seen,they take every single aspect of the game and tell people how great it is. One more small point is that in a ROLE playing game,you would not expect one to be staring at a map looking for an event,this is a linear design that drives players to follow the games push in one direction.There is of course the argument ,i'd rather run around chasing quests than just killing,i most certainly understand that,but saying GW2 way is the BEST way is far from the truth,it is imo EXACTLY like a quest hub game because you are following quests the same way.The fact they have progresion or mutiple lines is again far from being new,just about every game on the planet has already done that.
http://www.youtube.com/user/Napolianboo#p/u/15/rCYLLQCNc1w |
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