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Originally posted by BadSpock Lier! Clearly you do share a concern of mine!! ;) |
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Originally posted by fenistil This is exactly the sentiment that I tried to translate in my posts. GW2 feels very much like a game. And its a great game. But I want it to feel like a universe, a virtual world I live in. I miss that, and i think some tweaks (to the things i mentioned) may actually greatly improve it. |
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Originally posted by Requiamer As i am more of a sanbox gamer I'd say i do pay attention to detail. The thing is that the things I noted are actually very small details on the way the game is presented. Things that for me break with atmosphere of the game. I care about a coherent and consistent universe with depth to it. And the telportation, use of interface breakes my immersion with the universe. I actually did foudn realyl cool stuff in the game. I also didnt all too much about ingame world. What I talk about is the direct connection of the player with the gameworld through the interface. |
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Originally posted by Meowhead You seem to know a lot of this stuff ;). The explanation makes it more acceptable, but still I think the instant teleportation is kind of meh. |
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Originally posted by seridan
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Originally posted by Connmacart Random nature yes, chaotic to an extent. But it seems at bit too much that after every turn you take invasions take place, heroic events happen etc. Thats what i'm getting |
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Originally posted by Chrome1980 Yep, that lack of break was what i tried to translate with Lack of phasing. Its a little bit to much at times, making it seem silly and redundant. |
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Originally posted by elocke No no you misunderstand i think. I love the undiscovered points of interest. I hate the fact that waypoints and skillpoints are always on the map. At least skillpoints should just be undiscovered points of interest. |
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Originally posted by Chrome1980 Oh god, please let them reconsider. |
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Originally posted by Ikeda I have no problem with points of interest, as logn as they are not specified. My problem is that the main points of progression such as way points and skill points, are always on the map, discovered or not. That beats the purpose of exploring the world to find those things. |
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Originally posted by Chrome1980 But thereby ruining the premise of the 'RPG' in a 'MMORPG' |
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Originally posted by TwoThreeFour Yep they will come. Optiinal they say. Screaming in your face, but optional to look at. Better close your eyes, |
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I'm a long time follower and fan of GW2. What grabbed me most were not the impressive visuals or the interesting twists to the Themepark MMO paradigm, but more the clear and well reasoned vision of ANet. To kick it off, I want to say I am a little worried, mainly because of two things: 1: The BWE's give me the feeling that Anet isn't far from releasing this game, something I think that it is far from ready for, judging on the current BWE build. 2. The lack of critical vision by the current beta testers and GW fans, hoping for a release not to long from now. A lot of people seem not to care for any depth of the GW2 experience, but just come fore casual fun after a hard days work. The thing is, GW2's content is amazingly rich and detailed for a beta. I think GW2 already has the content it promised and I loved to play through the content in both BWEs. So the content is most certainly not the problem, it is more the way the content is currently presented and the rulesets/mechanisms applied to it that IMHO needs a lot of tuning to give GW2's content value and depth. Personally, I find that the way the content is presented in GW2 is breaking immersion with the GW2 universe. I'll list the most important things that cause this: Edit: on bottom to clearify my nitpicking 1. To much done through the interface without any real world interaction: Such as using teleportation via the map. It breaks immersion because it isn't using the GW2 universe to apply these mechanisms. The same goes for the learning of skills, the rewards etc. All of this is done directly and instantly through the interface, without any connection to the real game. I'm going to use the hated WoW (count me in) as a positive example here: Teleportation stones, skill trainers etc. The are things in the WoW universe that are used to apply a certain mechanic. Interfaces should be a representation of the gameworld mechanics and situations, right now a lot of features only exist through the interface, breaking immersion. Also those shiny medals screaming in my face.... 2. To much use of map signs that stand in the way of incentive to explore. Undiscovered waypoints, skillpoints and hearts are on the map, which spoils all the excitement of exploring. All undiscovered stuff should be marked with undiscovered places of interest, it makes exploring more varied and holds players of from ignoring a lot of content. Let landmarks and visual elements in the world direct players to the seemingly more interesting undiscovered points of interest. It makes character progression by acquiring skill points much more interesting when you have to SEARCH for skill points. Edit: To clarify, I do like the marks of "undiscovered points of interest". What I do not like is that skillpoints are directly showed on the map. I want the skillpoints to be among the points of undiscovered interest. 3. Complete lack of phasing of the content in certain areas: This has nothing to do with handholding. This has more to do with logical and interesting placement of events along ways that players could be (lured into) taking. DE were presented as things that would randomly happen as you stumble by, right now this is not really the case. By exploring my MAIN GOAL should NOT be finding DEs, but finding interesting places that contain DEs or finding DEs in the process. This in part closely related to 1 and 2. 4. Progression seems off and inconsistent with the premises of GW2's PvE: I'd like to point out that I completely disagree with the people saying that level progression in GW2 is fine. I really think it shouldn't be necessary for player to visit multiple starting zones. We are talking about the starting areas here, which are important to creating a connection to the atmosphere in the game and to your character. To me it seems really immersion breaking that after being done in my starter zone, that I directly teleport to another starting area with the same 'starter area phasing' of DEs and hearts in a completely unrelated and different atmosphere. Things need to build up and content needs to be presented in a slowly build up atmosphere to be immersive. Right now the constant jumping between areas makes it feel like super mario galaxy 2. In which an interface is used to play bits of entertaining content that has no coherent consistency. This is bad for an open world fantasy MMO. Imho, when you truly explore every corner of the a certain map and doing all content that comes your way should always ROUGHLY be high enough to get to next area. This mean that when encountering less DEs for some reason, you should be a few levels lower, whereas where you would have done every single event in every single stage you should be a few levels higher. This is very important to get a realistic and pleasing experience of progression which leads to more immersion in to GW2s universe. It should not be necessary to redo certain events, or run circles in a map because you might have missed certain events. This would make the game about DE hunting in stead of true exploring. Right now, my character is a hub that I use to get to DEs It should be the other way around! As my journey progresses, I should stumble upon adventures (DEs). My journey should NOT have DEs as its purpose, it makes no logical sense and makes the whole idea behind random events obsolete. I feel no immersion in the world or attachement to my character because everything is directly aquired through an interface instead of the game world. Exploration is spoiled completely by this same excessive use of interface. Edit: To sum up my sentiments, i'd like to quite a post in this thread:
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The REAL issues with Guild Wars 2 (Currently)
General Discussion « Guild Wars 2 6/10/12 4:38:26 PM
Originally posted by Istavaan So thats why we have to point it out? It are things that need to be adressed. I'd say GW2 has amazing content, but needs a lot of tuning before its ready to be released. The current available build is far from release material. Yes, it is beta, therefore these are impression of the beta. |
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Originally posted by gladosrev2 Allthough it will be put down as fanboyish, your post translates how I feel about the 'boring' complaints about GW2. I mean, really? Boring? I would love to see what kind of amazing MMO these people were playing before, because if GW2 can be called boring and repetitive, well then any MMO in gaming history has been extemely boring. Granted, the DEs on themselves have the same mechanics as quests, but the way they are implanted is at least at lot more refreshing and way less repetitive than any other MMO's PvE experience. So, WTF? |
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Originally posted by Loke666 I think this post is right on the mark. People who complain about PvE being boring seem to be searching for a more traditional and linear form of progression. No, I'm not saying this to anyone who is not enjoying GW2 to defend it. It is just that when you follow the reasoning behind these posts, it shows a certain type of approuch. The thing is that levels in GW2 are quite meaningless, therefore you actually shouldn't even care what your level is and you should not be focussing to increase it. The only way in which you can genuinely complain about DEs being boring is when you rush through them as a means to gain levels. Why? Because if DEs are boring to you inherently, you could just stop playing MMOs in general, even full sandbox MMOs, because I do not see anything coming in the next 2 years that revolutionizes PvE beyond GW2s approuch. I am not saying that the DEs are on them selves truly revolutionary, they are not, but the way the you approuch the DEs is refreshing. If you mindlessly run and zerg through the events, looking at the technical details on how to complete them, and focus on leveling, then your GW2 PvE experience WILL NOT BE ENJOYABLE. The DE's are build around cause and effect, so you have to pay attention to what is going on in order to appreciate that. If you just see it as kill x or defend y as a means to complete whatever, then yes, it is boring. The point of GW2 is that you explore the world and find interesting stuff to do. If you do not like exploring at all, you will never be able to enjoy DEs in the way they are meant to be. So yes, in the end it all comes down to playstyle. Allthough, I do think that Anet has to significantly tweak the leveling process in GW2, because right now it does feel off. I'd say they should increase the experience gain to give players more choice in where to go. |
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Originally posted by BigHatLogan I was indeed speaking of games like WoW and sp games. Sandbox games with substantial features like EvE do have real heroes. However, i dont really care about being a hero at all. It is really immersion breaking for me when I'm constantly the hero, together with every other player. RPG's are about creating your own stories, not passively following stories. |
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Originally posted by BigHatLogan Actually that is not insane at all. What I wonder about is why people do the same thing over and over and are against anything that differs from that. Working towards a level cap on itself, no matter how repetitive the conent to get there, is still a goal that one wants to achieve. I have nothing against such a thing and its totally different from my example. Peopel like the goal, not the gameplay. Even if they do like the gameplay, how is it that they like the same gameplay over and over, without any form of diversity. I like shooters and I always will, but I would not be able to only play shooters, I need a break sometimes. |
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Originally posted by graggok Heroes do not need to eat or sleep either, cause thats not very heroic. Immersion is not heroic, so why have it? Unrelated, I never understood how people can ever feel like a hero in a videogame. Cause everything is pretty much spelled out and determined beforehand. So you were made a hero, never really became one. Also, everyone is a hero, so relatively nobody is a hero, and the meaning of hero is actually based on relative value, so i dont even....... |
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Originally posted by CujoSWAoA do you like killing animals in reality? Or killing people? Does someone who likes fifa games have to like real soccer? (no, since im that person). A fishing mini game is most of the time not even close to real life fishing, in fact all gamefeatures resemble some sort of reality yet are not even close in resembling the real deal. Games are not simulators and vice versa. Fishing in a game brings me immersion, and if its done in a fun way with some depth to it, it can be a nice change of phase while playing. Diversity is important in games, and this also goes fro diversity of gameplay features, not just diveristy in the same gameplay category. Next to diversity in the killing of mobs I also want to do other things than just combat. sometimes you want to do things that are more relaxing etc. Why are people so much against diversity in gameplay? How in the world can people be exited for CoD 5, 6 and 7, while they offer exactly the same gameplay? HOW? |
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