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9/29/12 11:01:26 AM#81
Can I have your stuff?
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9/29/12 11:01:55 AM#82
Originally posted by Aerowyn or looking for questing hubs and raids for gear in EVE? |
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9/29/12 11:02:34 AM#83
Originally posted by grimal Lol. Well, as much as I hate that argument, so far it sounds like it.. yes. He wouldn't be the only one. GW2's combat tends to be a lot more tactical than many people realise. Things like well timed blocks, skill synergy, and situational awareness can make all the difference between a whipe fest and a fun, fast experience. Even in general PvE, I've had to change up my build slightly to deal w/ various situations. For example in Orr there are tons of mobs with hard CC (knockdowns, pulls, stuns, etc.), so having things like stability helps if you are just trying to run through the area w/ out having to kill a bunch of stuff. |
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9/29/12 11:02:44 AM#84
Originally posted by grimal Yep and I've given several reasons HOW he's (OP) doing it based on observations and experiences of my guildmates. I asked them about his issues last night, the concencus with my guildies is he didn't know what he was doing and didn't bother to look up ANY data on the subject. I agree with them. Follow the rules that every mmo has laid out and you'll do fine. For example, make a junk outfit for doing non Orr events that has a REALLY REALLY high magic find on it, eat the magic find food enhancements and you'll have pleanty of money after a few key events from selling those items in the TP. It's no magic secret. And that's just one of the many things they were explainin to me that he's not doing that are obvious things he could do to improve his gameplay. |
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9/29/12 11:05:48 AM#85
Originally posted by snapfusion LOL it's better then macro builds dps meters and gear checkers to boot people you don't like ANY day let me tell you. I frankly don't want to stand there and push three buttons only the entire fight like what's happened in games like WoW, SWTOR. :) yes it is better in GW2. |
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9/29/12 11:05:57 AM#86
Originally posted by TsaboHavoc What's funny is that if we were to apply this same argument to single player games, it would seem absolutely absurd. However, for some reason when it comes to MMOs we just can't grasp that different games play differently. For example: Would you say zelda sucks, because you played Final Fantasy first, and can't believe Zelda wouldn't have levels, gear grinds, or a tank / healer? I don't get why every fantasy MMO is expected to play like FF, when there are other mechanics out there. |
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9/29/12 11:08:17 AM#87
Originally posted by aesperus exactly i don't understand why it's such a hard concept for people.. differn't games with a differn't game design require differn't ways to play to get the most out of it.. 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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9/29/12 11:14:56 AM#88
So your problem is that this game is actually "too hard"... Well boohoo... The trinity, well... GW1 didn't have exact trinity either and it worked really well if people KNEW WHAT THEY'RE DOING. "Happiness is not a destination. It is a method of life." ![]() |
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9/29/12 11:17:26 AM#89
Originally posted by Aerowyn the explenation for this brings us back to the same old thing... People expect mmos to be the same as wow since they tried to copy it for so long. "Happiness is not a destination. It is a method of life." ![]() |
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9/29/12 11:22:44 AM#90
Originally posted by aesperus To a lesser or greater extent the combat in pretty much every game (I have played) is more tactical than a large amount of players realise.
But there is to my mind a major issue with GW2 combat and that is that it is just far, far too two speed. For 99% of the game you have a faceroll zerg fest which seems to actively promote people not bothering to set up combos, set out good builds, think about group interplay and synergy. Then you have a small amount of content (dungeons and sPvP tournys) which is all about team play and actually "being goodTM".
PUGs are always bad, everyone knows that, but even in "worse" games in pug arenas you have people calling out instructions, working as a group a bit. The pick up sPvP here is honestly the worst I have ever seen and I think that it is down to the fact that most of the gameplay is mindless.
If you are going to have a potentially deep and complex group combat system, then you should be pushing that through most of your gameplay features, not just some of it. By pushing I mean gradually promoting the need for it so everyone gets introduced to it over time. |
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9/29/12 1:43:18 PM#91
Originally posted by Karteli I'm sorry to say I agree with you wholeheartedly. Well put. I enjoy well defined roles. I enjoy the contest with other people. And I thoroughly enjoy relying on a community/group to achieve my own and the collective goals. None of that is present here. Guess I picked up the wrong game for my tastebuds at least. I believe for players like myself, the change to trinity shouldn't be a mesh of all roles into one character. I'd suggest a further addition of more roles - off the top of my head, and this is not thinking too far outside the box; dedicated aggro-managers, buffers and debuffers are 3 extra roles right there - in addition to the classic tank, healer and damage dealer. From the developer side you'd have to make the results from each role quantifiable, to give that "I'm so useful"-feeling, and of course to get other roles to recognize them as valuable. As an example, what if the percentage of damage from one dps showed up in the damage meter "as provided by buffs from player X", or hate-meters where an aggro manager get to show off how big a deal her efforts were in letting the damage dealers outhate the tank. I can also think of several ways of making boss encounters more interesting this way, while still maintaining the difficulty and style of fights we're used to. Sorry, I've started to ramble, anyway... To all the people defending the game; if you like it, good for you! Just keep in mind your own arguments in case the new car smell disappears, yeah? :) |
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9/29/12 7:01:24 PM#92
Originally posted by Naral There is too much hand holding in themepark MMOs these days. We see too much information in the map, looking- for-group tools reduce the need to interact with people, cross-server scenarios, and content build on fast consumption and instant gratification also has an impact on socialization. WoW in vanilla had a nice balance. There was a lot of chat in every zone you were. People asking for help or just chatting. Once we started to get all those tools, some build first by players, to trivialize content, it started going downhill in terms of socialization. I really hated the fact that you could just teleport to an instance with a random group of people. I also hated the fact that there was a big ass arrow showing me exactly where I needed to go to complete a quest. "The person who experiences greatness must have a feeling for the myth he is in." |
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10/10/12 5:51:30 AM#93
Originally posted by Indrome so very true, i have met a good number of nice people in this game, no other mmo i have met would random people run across the map to revive you, here i have had it more then once when i said in map chat "ive fallen and i cant get up" many times multi people asked for a waypoint link and rushed over to help.......hows that not being social? i have sat and chatted with people for good periods of time and had fun doing it, I really think its like the bar Analogy somebody posted earlier, if you dont make any effort to be social, thats not the fault of the game, these people would have HATED ultima online, because you had to make the effort to make friends, it wasnt forced on people to mke friends......but then again it was the first true mmo.....so most of these people who say how great EQ was probably havent even heard of, let alone played UO(you would be shocked how many ppl in GW2 know of and have played UO tho, you start talking about it and a bunch of people chime in with fond memories!!!
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10/10/12 5:53:08 AM#94
Originally posted by aesperus this is the main problem I see as well, other then the camara and FOV issues that cause people to dislike the game and blame other things(my buddy from the UK hated it and couldnt figure out why till he read one of the fov threads on the official gw2 forums, then he tried the camaratool+downsampling and is really enjoying it, the feeling of unease/dislike went away) these people would have HATED UO, no quest givers really, no Levels, no gear progession really....you could dye your stuff and in private shards create more cool items, but the game really didnt have the gear progression that people expect. I said it during the bwe's, anet should have just left the cap off levels but had your stats/exct stay like they are at 80(still gain skill points and such like you do now, but show that you have leveled so they feel like they are progressing....) this would have helped the "must progress" crowd feel like they where doing something and would let them feel like their epeen is engorged by being higher leveled then other people....
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10/10/12 8:06:52 AM#95
Originally posted by Hrimnir "You can't just make another WoW Clone, we are so Tired of WoW Clones." (fans following SWTOR release, circa January) "You're changing things just to be different! I don't understand it!" (October)
It's all right to be confused, the marketers and developers clearly are as well. The fans? I'd estimate it as an even split between 'give us something different for fug's sake' and 'please, make it just like Wow'. |
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