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All Posts by impiro

All Posts by impiro

10 Pages « 1 2 3 4 5 6 7 » Last
196 posts found

Expectations are a very difficult thing to measure. You see people sometimes base expectations on somebody else's expectations.

For example, what a lot of people on these forums say is:

"The fanboys made this out to be the second coming, but it was nothing but hype in the end"

This is problematic in that people have very different tastes and wishes, and on top of that the way these tastes and wishes are statisfied can vary greatly.

Its hard to say whether or not expectations were realistic or based on a legitimate source etc.

 

Personally my expectations are mostly met, some exceeded and a few not entirely met. The things is that a lot of the promises/logic behind GW2 direction are all clearly in the product and mostly very well executed. However some design decisions which were great on paper may in the long run not always be statisfying or can have unpleasent side effects.

 

Originally posted by SimonVDH

If someone watched the Godfather and then told me that they thought it was horrible, Three Men and a Baby was much better, and they give the Godfather a 2/10...I would tell them they are dumb and have horrible taste.

That's basically what I'm doing here ;).

 

That makes you look dumb and ignorant. You're basicly assuming that your opinion is a fact and anybody who has a different opinion is wrong.

Pointing out that people complain about in-game issues that don't exist is fine, but saying they are wrong, or have a bad taste, becouse they like different things than you do is just ignorant.

Nope.

You see Creslins opinion would be backed up by objective standards of filmmaking. Technical aspects of camerawork, but also the writing and the acting. There is objective value in these kind of things, in that sense that the excution of a certain aspect is measured relatively. Regardless of taste or genre certain movies are better executed and technically superior.

Same goes for books btw. For a book to be actually considered true litrature it has to hold up to certain standards.

Liking or enjoying something has nothing to do with the assessment of technical (objective) quality. Those kind of opinions arn't  analyctical assessments, they ar e assesments based on mood and feelings. The beauty of technical assessments is that they are not based on emotions, intuition or feelings but objective, measurable facts.

 

Originally posted by Nitth

 



 

Your saying the encounters are changed, but the actual combat mechanics stays the same.
If you have more health than the mobs, You win.

Yes, the mechanics stay the same mostly. But more mechanics and variables are added. New abilities are unlocked and need to be used strategicly. You really have to use skills in a much different manner when you leave the starter zone. Hence, the combat experience changes and isn't as "dumbed down" and you make it out to be.

As for this 1 button mashing business, I'm not saying it wouldn't be hard, Im just saying if someone wanted to do that it would be plausible under certain circumstances.

Now what does this even mean?

 

I think people are better of ignoring you. You clearly havn't played the game or never intended to give it a chance past lvl 10. Right now you are arguing on your intuition against people who have actually experienced it. And yet, you claim your intuitions are right and peoples experiences are wrong.

 

 

Originally posted by Nitth

-------------

All this aside, I love complex combat systems. - just don't believe that combat drasticly changes from the first 10 hours to 100 hours.

I dont even..... are you serious? You realize that after level 10 you inlock 3 new ability slots, and you have to spent skill points to get certain abilities. Trust me, after lvl 10-ish (the next zone) all your abilities have to be used and USED AT THE RIGHT TIME that is. The mobs in the starting area do less dmg and have less abilities so that people can learn the basics of GW2's combat. But after that you really have to time your abilities if you want to survive even in 1vs1 encounters.

The mechanics of the combat may not drastically change, the way it played does. Ofcourse the mechanics do not change complete after the starter zone. But more variables are added to the mix and the way it is executed differs a lot!

Originally posted by Urko

 

Im glad there are some out there who can see what im on about.

Except you are wrong. Anet never SOLD you the headstart, Amazon did. I prepurchased from Anet, and I do not see Anet offering anything cheaper without a headstart. Headstart was intended by Anet to be a BONUS.

Amazon is now selling this bonus, not Anet.

Originally posted by Raven
Originally posted by Reizla
Originally posted by Urko
It aint about the time , its an extra £15 roughly i paid to play on the 25th and i cant.

That's quite a lie you put up there, or some local reseller did rip you off. ArenaNet did sell GW2 both pre-purchase and regular edition for the same price.

It is roughly 15 quid more for the digital pre purchase than it is for the standard boxed edition with 1 day headstart only.

 

Standard edition £34.97 http://www.amazon.co.uk/Guild-Wars-Standard-Edition-DVD/dp/B007YZ5B0I/ref=sr_1_1?ie=UTF8&qid=1345897973&sr=8-1

 

 

You get exactly the same thing except for 15 quid more you get to play 3 days before everyone else instead of 1. 

Thats amazon right there, not ANET. Funny thing is that amazon even sells it cheaper than Anet. Why? Because they can appearantly.

The thing is that Anet never put a price on the headstart, it was preseted as a bonus for people who prepurchased. The fact that other retailers do put a price on it is not Anet's fault.

Nowhere did it specify that for an increased price people would gain acces to the game early. The moment you prepurchased from Anet, you simply bought the game in advance and as A BONUS you would gain headstart acces.

Retailers appearantly sell both versions seperately now, but this does not mean that Anet was ever SELLING HEADSTART ACCESS. You never paid for the headstart, you simply paid more for the same thing. Which is what happens when you buy a game early.

 

Funny reactions. I have already logged in and out three times without issues though. So many people do seem to have trouble to log in?

For me. I logged in the minute headstarted here in Europe. Not only was I surprised to login without any errors, but the performance of the game on my 4yr old rig is nothing short of amazing.

 

 

Originally posted by Lord.Bachus
Originally posted by impiro

Can anybody give me advice me on which european server to pick?

I know that there will be FR and DE specific servers, yet the server I was on in PBE had loads of spanish people, who might even be worse at english than people from France and Germany.

So I want to avoid picking a server that does not have english as its primairy spoken language.

 

There will be a seperate spanish server at release.

This pleases me. Now for a seperate server fro Russians, Polaks and the like and I will be pleased even more.

Can anybody give me advice me on which european server to pick?

I know that there will be FR and DE specific servers, yet the server I was on in PBE had loads of spanish people, who might even be worse at english than people from France and Germany.

So I want to avoid picking a server that does not have english as its primairy spoken language.

 

Originally posted by Sythion
Originally posted by Creslin321

 

Now...I just don't get these complaints.  If anyone has played the BWE, they should know that there is PLENTY of content to level you up on hearts alone if you want.  You just need to go to the other races' starting areas.  And that is as easy as taking a portal from your main city.

Yup. That's what I want to do. After I get tired of saving my race from extinction by horses, I will head over the Ascalon and help lions rape the memory of my anscestors.

 

Sorry, but GW2's design is supposed to increase my sense of immersion, not kick it in the nuts and laugh at it.

 

Originally posted by Creslin321

It seems like these posters basically just want to be completely led by the nose through their zone and their zone alone, and are not willing to even try to go anywhere else.  Instead they would rather complain that there isn't enough stuff to do on the boards.

The issue is not that we are not lead by our noses. The issue is that we have no in character reason to go anywhere but the next zone. Nor is there any reason to think that taking a random portal tucked away somewhere in your city is the only way to advance without grinding content.

 

I'm glad to see someone caring for immersion. I had exactly the same problem with the "go to other areas" argument. How is my char suposed to know this? Why would my character go there?

It seems that people prefer to play GW2 just for fun content and don't care about coherence or consistancy. People really went full tunnel vision when it comes to the ideas behind GW2's design. I already made a thread about certain aspects in GW2 that are immersion breaking, but most people did not really seem to care for the things I listed. This was one of them.

Originally posted by fiontar
Originally posted by impiro
Originally posted by fiontar

I'd be ok with Character Bound if there was a mechanism for transfering a color from one character to another. So, each individual dye you've found will only allow it to unlock on one character at a time and if you do remove the color from one character and transfer to another, of course any items dyed that color on the donating character would revert to a default starter color.

The could even sell a very cheap item that allows you to "re-bottle" a color and it would be ok, as long is it was actually cheap.

This would allow you to re-sort colors as you start acquiring enough to build themes and if you have a bunch of colors on a character you later abandon, those dyes are not completely lost.

Your solution makes no sense at all. Its only focus is to make things easier. I do not see how unlocking a certain dye type for you character isn´t something fun. I mean, your color is not that important and its cool to get new ones during leveling.

I do think that shades of dye´s should be known when selling them to other players. Not for the gem store ofcourse.

Really the ammount of comlaining about it all comes from the people who want everythign instantly.

In GW1, every part of equipment needed 1 dye. And every dye could only be used once. Just think how much more effort it was to get certain colors on every set of armor on 1 char. Now think about multiple characters. Kids these days.....want everything NOW NOW NOW. `Who wants to spent time unlocking such a useless think as dye´s anyway, only stats matter not cosmethics` Please, go play any other MMO that is suited for your needs. 

How does it make no sense? It would, at a cost, allow you to move dyes around between your characters on the same account. If you wanted to use the same color on more than one character, you'd still have to get more than one copy of that color. This would be away to roughly approximate accounts being account wide, while still making duplicates valuable.

It's 400 shades for crying out loud. It's not like this mechanism is going to make it easy to get all 400 dyes, it just allows you to ensure that dyes you've applied to one character aren't totally wasted if you decide to stop playing that character or delete them. With a cost involved in the transfer, most people wouldn't transfer dies around in volume, but if you had one shade on character A that you don't use for that character, but would look good on character B, you could transfer the color, rather than having to open hundreds of random dyes, hoping to find the shade again!

The reasons they don't want us to be able to sell or trade identified dyes should be obvious. If you had a three color scheme in mind, you could just buy those three shades and never worry about dyes ever again. Who would buy dye packs? Plus, they obviously don't want dye drops to be a "get rich quick" lottery like syes were in GW1. Popular, rare shades would be very expensive.  Your idea would have an exponentially greater impact on decreasing the difficulty of collecting dyes than my idea would, which makes your last paragraphy very ironic.

Well, that depends. In GW1 certain colors were pretty rare. So, to say just buy 3 shades they want might not be that easy in practice. Certain colors also were more wanted simply because of the rarity of it, so it works both ways. Also i have no problem with the fact that certain shades would be very expensive, it makes economy way more interesting. i really liked the way dye´s worked in GW1. It made for valuabe items and intresting economics.

But I can see that my idea would indeed make it more easy to collect in that respect that the wanted shades would be buyable. I actually had a full GW1 system in mind, not so much to give 1 dye unlimited uses. if they are unlockables per character, it might indeed not be the smartest solution.

 Still, eventhough your system might work, I think they way it would work seems odd if it was really cheap. Basically you can just remove a certain shade any time you intend on playing a certain character for a while.

I have no problem with the 400 shades per character. Basically, when you have character that is worthwhile, you will probably level it to 80 and unlock a lot of shades in the proces. I see no issue about the whole idea that certain shades may take a while to get. I mean the color shades are fun to unlock, but i do not see it neccessary to have all 400 shades. Also I would most certainly not be bothered that my lvl 40 character does not have acces to a certain shade of blue, Ill pick another shade of blue untill I find a better one. Dye colors are not all that important, especially since there are so many of them.

Originally posted by fiontar

I'd be ok with Character Bound if there was a mechanism for transfering a color from one character to another. So, each individual dye you've found will only allow it to unlock on one character at a time and if you do remove the color from one character and transfer to another, of course any items dyed that color on the donating character would revert to a default starter color.

The could even sell a very cheap item that allows you to "re-bottle" a color and it would be ok, as long is it was actually cheap.

This would allow you to re-sort colors as you start acquiring enough to build themes and if you have a bunch of colors on a character you later abandon, those dyes are not completely lost.

Your solution makes no sense at all. Its only focus is to make things easier. I do not see how unlocking a certain dye type for you character isn´t something fun. I mean, your color is not that important and its cool to get new ones during leveling.

I do think that shades of dye´s should be known when selling them to other players. Not for the gem store ofcourse.

Really the ammount of comlaining about it all comes from the people who want everythign instantly.

In GW1, every part of equipment needed 1 dye. And every dye could only be used once. Just think how much more effort it was to get certain colors on every set of armor on 1 char. Now think about multiple characters. Kids these days.....want everything NOW NOW NOW. `Who wants to spent time unlocking such a useless think as dye´s anyway, only stats matter not cosmethics` Please, go play any other MMO that is suited for your needs. 

The whole idea behind GW2 is that cosmetics have value. It was like this in GW1 and it will be like this in GW2. Hell, didn't you need a dye for every piece of armor in GW1? In the beginning certain Dye's were very uncomon and worh a lot. Now you just need one to perma unlock for a character, which is already making it a lot easier.

Cosmetics are important and need an effort. All gear in GW2 is valued because of cosmetics and nothing more. So you want that special looking gear? Put in some effort. I do not see why people do want to work for meaningless stats endlessly, while thinking working for cosmetics is not worthwhile. Cosmetics = RPG.

Originally posted by terrant
Originally posted by impiro

 

talking about BWE1, sorry if it wasn't clear ;)

LOL Ah. Yeah try him again in BWE3 if you get a chance MUCH easier.  It seriously was almost boring. Admittedly I had smarter people with me this time, but he didn't do that stupid aoe fireball attack that 1-shots everyone...often. And we could see it coming a lot better.

They should not have made the shaman less difficult. They just should have made this healthbar much lower. Maybe even increase damage to compensate.
Ofc, its still beta

Originally posted by terrant
Originally posted by impiro

Oh comon, the shaman was rediculous in BWE. It is a problem with the DE scaling that the healthbars sometimes take more than half an hour to get down. In BWE1 it took us even longer than half an hour and I can tell you it was far from fun and engaging gameplay. It was just a zerg of people bashing one mob, creating a clusterfuck of abilities and the shaman walking around a bit from time to time. Sure people died, but it wasn't really all that difficult not to die. The thing is that there is limit on how DEs can scale in size and gameplay  mechanics (amount of spawns etc) and thats get compensated by enormous health bars.

This has nothing to do with difficulty. it could have been 3 minutes with the potential of the mob to destroy the zerg and be a lot more fun and engaging

Really? Had around 40 people there when I did him in BWE2, took us about 10-15 minutes. And unlike SWE1, the ground was not littered with player corpses. I downed once, unlike the 6+ ful on deaths and 45 minute fight I had the first time.

talking about BWE1, sorry if it wasn't clear ;)

Originally posted by terrant

I had already seen and responded to both but...

 

Re: Difficulty. Look, this is the only way to say it. If you get hit more than once every several seconds in this game, you will die.You cannot stand still and trade hits. Melee combat is about CONSTANT movement. If you are standing still, you need to be using blind/stun/daze/block abilities to keep the enemy from hitting you as much as possible. Once you get that, combat becomes challenging rather than difficult. Just how I like it. There are some exceptions, as certain events and PS quests are overtuned. submit feedback and they DO get adjusted. I've seen it already. Flame Shaman, the one everyone loved to hate BWE1, was MUCH easier to deal with BWE 2. Almost boringly so.

 

Re: Levelling speed.  I linked a huge post from a dev about this earlier, but it boils down to this. Don't stand in one place and repeat DEs. It's just a bad idea. Explore teh entire map. Just pick a direction and go. Do hearts as you see em, break off and do Des if you run into them. After completing a DE, WAIT. Many branch into further DEs even if you fail. If nothing happens after a minute or the DE repeats, move on. Buy gathering items and harvest everything you can. Send it to your collectibles tab to save space. Seek out and complete every skill challenge on a map. Do your PS uests when you match their level (yes I know how tough some are, but hopefully this will be tweaked). If you do all of this, and don't WORRY about levelling, you'll find you actually level quite quickly. There's also the options of moving to other race's areas as well as pvp. WvW gives pretty decent xp.

Oh comon, the shaman was rediculous in BWE. It is a problem with the DE scaling that the healthbars sometimes take more than half an hour to get down. In BWE1 it took us even longer than half an hour and I can tell you it was far from fun and engaging gameplay. It was just a zerg of people bashing one mob, creating a clusterfuck of abilities and the shaman walking around a bit from time to time. Sure people died, but it wasn't really all that difficult not to die. The thing is that there is limit on how DEs can scale in size and gameplay  mechanics (amount of spawns etc) and thats get compensated by enormous health bars.

This has nothing to do with difficulty. it could have been 3 minutes with the potential of the mob to destroy the zerg and be a lot more fun and engaging

Originally posted by Creslin321

So I was checking out the official forums, and it seems like the complaint du jour is:  

"I completed my starting zone but I'm not high enough level to go to the next zone."

Here are two threads that talk about this:

https://forum-en.guildwars2.com/forum/game/gw2/GW2-feels-too-much-like-a-chore/page/1

https://forum-en.guildwars2.com/forum/game/gw2/Clarification-on-most-leveling-complaints/page/1#post219865

 

Now...I just don't get these complaints.  If anyone has played the BWE, they should know that there is PLENTY of content to level you up on hearts alone if you want.  You just need to go to the other races' starting areas.  And that is as easy as taking a portal from your main city.

It seems like these posters basically just want to be completely led by the nose through their zone and their zone alone, and are not willing to even try to go anywhere else.  Instead they would rather complain that there isn't enough stuff to do on the boards.

If you can't tell, this annoys me because I don't want ANET to react to their feedback and increase the leveling speed so that they can go right from Queensdale to Kessex Hills.  What do you all think of this?

I actually do think that leveling is too slow at times, making players underleveled. A lot of the posts you made here are taking GW2 as a GAME and not a MMO WORLD with consistany, coherence and its own universal laws. I roleplay in MMORPGs, and content has to have come coherence and consistancy to make for immersive experience of my character in the GW2 universe. Now I am not saying that GW2 does not have this potential, but its broken by the way you suggest people should level.

When I explore an area, i do so out of motives that I describe to my chracter. I try to explore everything in the map, most of the times I check every corner etc. Eventhough this gives me experience, the DEs that occur when my character is exploring to provide a certain amount of exp that makes my character progress and enables it to continue its journey. However, it is very possible that on certain moments during exploration my chracter does not stumble upon a lot of events, this is realistic as events are random occurances that to my character are random. So far all good, but what if now my chracter is 3 levels too low for the next area, because only a few events occured when my character explored the entire area.

Now the solutions offer to this problem are all immersion breaking to me, and destroying the coherence and consistancy of GW2.

- Wait for events / search for events: That defeats the idea behind random events that my character exerpience ALONG his journey. Now all of the sudden he is running in circles wait for random stuff to happen for no reason. How does this make DEs anythign better than regular quests? It is now assumed as nothing other than a mean of leveling experience, not random events that happen in my adventure.

- Go to other starting areas: Immersion breaking. My character is of a certain race in a particular area of a world with a particular atmosphere. Now all of a sudden i hit a soft border in my journey and my chracter, out of nowhere just figure, meh ill go to this area to exerpience some random, contextless DEs there just so that I can contrinue the journey that I originally envisioned. I have no problem with visiting the other areas at all. But it doesnt coem naturally in the way suggested here. It isnt consitent or coherent with my character and the universe he is in. The idea behind going to other zones here is purely reasoned out of the need to level, not for my character to get there naturaly.

- Do WvW: Same story as the above.

You see when you take a video game only for its content as being fun, without that content having any coherence or consistancy to the universe it takes place in, then the experience is, while a lot of fun, that of game, while not so much that of a virtual world. What I like about MMORPGs are virtual worlds. The way lot of people take GW2 here is as a MMO, not a MMORPG. Convience and direct fun is taking over consistancy and coherence, defeating the purpose of having an openworld with a preset context entirely.

Originally posted by hundejahre

quoting the OP: "I really think it shouldn't be necessary for player to visit multiple starting zones."

And yet so much of his post was about wanting to explore for the sake of exploration. So why wouldn't you want to explore other starting zones too? There is a finite amount of content any developer can put in a game, AN with their down-leveling feature (which I admit is probably my favorite overall feature) has done a great job making these low level zones still relevant.

Nice to quote out of context. I do want to see the other starting zones. I do not want to be forced to go there and thereby breaking my starting immersion with my initial starting zone, as I explained.

i want everything in the world to feel like it is one world. When you constantly teleport to seemingly unrelated zones without any true progression towards those zones (walking) the feel of a coherent and cosistent universe is challenged.

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