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All Posts by observer

All Posts by observer

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1562 posts found
I'm not sure what's funnier..  the OP posting this thread, or all the people still addressing him/her when this thread was created back in June.
If they did that, it would be a 180 from what it is now.  Cataclsym effectively destroyed choices, by removing many talents, and homogenizing other areas of the game.

Immersion & realism need to be balanced.  I would like to have eating and drinking to sustain oneself, as it is in, The Sims & DayZ.  Not everyone would like that though, as it could be an annoyance and a form of micro management, so i can see their point of view.

On the other extreme spectrum, you have Rift, where they removed falling damage, which is ridiculous regarding physics.  It kills immersion every time, without a purpose.  At least most MMOs have spells that make characters take no damage, which make sense, but not in Rift.  Most MMOs also fall into extreme non-realism side of things though, such as WoW, GW2, Swtor, etc..

I'm not arguing for 100% realism, but a balance needs to take place.  A good example of balance, are the books, Game of Thrones.  Magic is believeable and actually serves a purpose in them, and everything else is realistic, when compared to other fantasy series.  If only an MMO could translate a good balance, such as these books.  A lot of FPS games try to balance this too, and some get it right, but many do not.

I'm going to guess most of you haven't played GW2 in 6+ months, or in a very long time.  WvW has changed quite a bit since launch.  It still has it's problems though, but i've been reading old arguments in this topic that aren't really a problem anymore.

As for the rewards in GW2, they have always been uninteresting, in both pve and pvp.  Sure, they increased the quantity, but the quality is undesirable.  Karma, Coins, Blue & Green Quality Loot (which becomes vendor trash/ or salvaged), etc.  It also makes inventory management a chore, and it also adds more problems to the economy, by having too much supply.  There hasn't been any full armor sets since release. Trading Post doesn't count either.

 
Originally posted by Arndush

Frankly, I don't care if it has 250,000 subs, 500,000 subs, 1 million subs, 5 million subs, etc.

You should care, otherwise they won't get enough money to keep developing content or maintaining the game.  They aren't going to develop the game just for a handful of people.

Originally posted by Shadanwolf

OP

I'm frankly more than a little surprised that you did not write this article from a POV that examined the many complaints about the current WvW set up and how ...in your opinion ....Arenanet has addressed those issues  with the new design.That is after all a key reason why they are doing the new design.

This site has detailed those  player concerns ad nauseam.

This article is a preview, not a criticism piece, or a review.

Originally posted by GeezerGamer
 

I am not going to argue with your post. But the fact is, Between the 2 combat systems, I don't think either one particularly stands out and deeper than the other. But as is the case in my earlier post. The combat systems are apples and oranges. And the earlier video that was posted cherry picked issues if not straight up made up issues where none really existed in order to make a "point".

We can debate the depth of combat systems all day and still end up agreeing to disagree. Or maybe agree, who knows. 

Personally, I enjoy both systems, but they are fundamentally different and really cannot be compared in an apples to apples context.

Actually, they can be compared.  They aren't fundamentally different.  They are only different in the way they are programmed.

Their physics can be compared, and contrasted, to show which is more realistic, fun, or skilled.  Melee and projectiles being the main factors of both systems, as it pertains to combat.  So yes, apples and apples.  Yummy.

Originally posted by caetftl

It's already been explained to you that the video does not capture real WoW combat, it is low level auto attacking.  Most of WoW isn't about auto attacking.  Also I have NEVER in my years playing WoW shot something at 180 degrees, you could only do that if you were trying to create an unrealistic scenario which exploited your own lag + poor pathing of mobs.  You simply can't auto attack 180 degrees in pvp.  You would need to spin your character 180 degrees and then flick him back to whatever direction you wanted.  Which all good pvpers know how to do.  I hit targets 5 ft away in gw2 as well, what does that say about gw2 if those are your standards?

Actually it does capture WoW's combat.  The video is right there.  Watch it again.  It's not meant to showcase rotations, but to show how awful the combat system is.  Whether or not it's low-level, or high-level, it's still the using the same combat mechanics.  And you're right, i didn't mean 180, but 90 degrees.  I got my degrees wrong.  Any hunter who's been playing since release will confirm this.  It's how they kite.  I'm highly skeptical of your claim that you can hit targets in melee range, in GW2, as portrayed in this video.

At top level PvE and PvP, wow is reactive, there is no rotation you can follow an entire fight, if you want to be efficient.  Anyone that has played at top level PvE and PvP in WoW knows that you have to "react with precision" in WoW.  Combo fields and finishers are no different than just using a few different abilities in WoW that synergize well.  It's like putting sunder armor up and then using an attack that benefits from sunder armor, WOW what a combo field! 

There are set rotations, especially for pve and boss fights.  All those max-dps websites confirm this.  Just because there is a slight deviation, or variance, from it, doesn't mean that WoW is on the same level as GW2, or other newer MMOs.  The only real complexity of reactive abilities that are seriously used, are by tanks (and some raid mechanics), so they don't die in 1-2 hits.  PvP is different of course.  It takes more skill to react and survive, with shields and heals, cleanses, etc..

What you say about WoW cc is just a grossly inexperienced opinion.

No, it's not.  CC in WoW is longer.  Sap, stuns, immobilize, fears, polymorphs, etc..  Do i really need to go on?  Some will last anywhere from 5 seconds, or until damage takes place, which could last up to 30 seconds or longer.  That's why there are trinkets, and racials, to break free.  It's a fact, not an opinion.

Compare GW2 to an esport fps game, or even an mmo with good pvp, where you have to factor in much deeper strategy, if you want to go to extremes.  GW2 is not twitchier than WoW.  Sorry to burst your bubble, there are many spells in WoW that are off of the gcd, and the only reason you feel gw2 is more twitchy is because you've been fooled by the movement system, moving fast =! twitchy.  Maybe to casuals it is...

How could you even claim this?  I swear, you didn't even watch the video, or even play GW2.  In WoW, movement isn't as important, because it doesn't matter if you move sideways, the projectile from the opponent is still going to hit you.  They go through walls and objects.  The only way to be safe from an incoming projectile, is to be out-of-range, or be in certain areas where line-of-sight works (this is how it is in GW2).  I already acknowledged that WoW has some skills that are off the GCD, but in the overall scheme of things, it's very few to make a difference, when compared to GW2.  That's the whole point of the argument.  Skills are more flexible to use in GW2, without a GCD.

Many of WoW's skills can be wasted if you don't use them correctly, with and without targets.

Really? Which ones?  Heals, shield bubbles, armor reduction buffs, debuffs, thunderclap, and other AOE effects?  None which actually give direct damage to targets.  It's not possible to fire a bow, or swing a sword, without a target.  That's the point of the video.

You very obviously have no experience with high skill level wow play, if you did you would see just how completely absurd that video is.  It would be like someone making an anti-gw2 video and criticizing the game purely on exaggerated experiences in the starter areas. 

It's irrelevant if it's in the starter area, or not.  The basic combat system is displayed, and it doesn't change at max-level.  The only thing that changes, is the acquisition of new skills, which will still follow the combat mechanics of the physics in the starter area.

Hell GW2 combat doesn't even have anything in it that compares to a TBC mage shatter combo mechanically...

A mage is still a mage, that follows a rotation and obeys the restrictions set by WoW's engine; projectile system, cooldowns, targets and range, etc.  Oh, and the elementalist class says hello.  It's one of the more complex classes in the game, because you need to switch between 4 attunements to debuff, immobilize, heal, combos, etc, to be efficient..

 

How is that video nonsense?  It clearly shows what's wrong with the combat in WoW (and other mmos).

Hitting a target at 180 degrees or hitting one 5 ft. away, looks ridiculous and unrealistic.  It's really bad design and bad gameplay.  It's laughable really, and just shows how archaic the combat really is.

Following a set rotation isn't depth either.  It's just memorization of keybinds, intertwined with a global cooldown, along with regular cooldowns.

In GW2, and other recent mmos, you need to react with more precision.  If you don't react fast enough with dodge, stuns, reactives, heals, etc., you will get hit and die.  There's also weapon switching to add combo fields, then using combo finishers, which in effect help others.  All this without a global cooldown gives the player more precise timing, and gives them greater control to their toolset.  It's not perfect, but it's vastly superior to WoW in reaction based combat.

In WoW, your CC & reactive abilities take less skill, because they last longer or are easily spammable.  In GW2, this isn't the case.  CC's do not last long at all.  You have to actually time your skill to break out of it, and if you don't do it, you just wasted a cooldown.  This isn't to say that i think it's perfect, but there is definitely more skill with this type of "twitch" gameplay.  If you want an extreme example, then compare an FPS game to WoW.  The skill of the player is much more aware, due to the player needing to duck, prone, aim, walk, crouch, and most importantly, react.

Another thing to note, is that if you press a skill without a target, then you essentially wasted that skill and will have to wait for the cooldown again.  This isn't possible in almost all of WoW's skills.  Without a target in WoW, you cannot waste a skill, which means you can just button mash if you're out of range or without a target.  How is that being skilled?

GW2's combat has it's problems of course, and i've been very critical of it in the past, but to even suggest that WoW's archaic system is superior, or to say it's somehow not fair to compare the two, is just being blinded by bias.

This is has all been discussed before since release, but some of you will never accept the truth and will just bash GW2 any time the opportunity rises. lol.

Originally posted by Gaia_Hunter

A little video I like to keep bookmarked.

Many MMORPGs that are running today share so much of those combat features...

Thanks for the video.  I remember watching this before, but i didn't add it to my favorites.  I've been trying to find it for months now, so i could show someone the differences between most MMO's combat and GW2's combat.

This is also why i questioned the OP's claim that, "but I've seen my fair share of attacks do 180 degree curves to hit me even though I roll", which isn't correct, unless there was some sort of lag client-side or server-side.

This sort of reminds me of my first raiding guild in WoW.

Our leader was pretty cool, and we would get server firsts on MC and BWL, then he stopped playing due to college.  He eventually came back, but then someone else we recruited started leading the raids when he was gone.  Eventually, the old leader wanted to be leader again, and that's when the guild fractured and split into two guilds.

Best thing to do is never give up guild leader.

Just rebuild another guild.  You seemed capable of doing it the first time.

Originally posted by Foomerang

The stylized graphics are sharper

The graphics might be, but the art style won't pull players away.  WoW is at least fantasy themed with western-style lore.  Wildstar seems to have that f2p asian feeling to it, with a sci-fi theme.  The two are vastly different in immersion.

Originally posted by SamuraiXIV
I thought this game was brought up as a sandbox but all I saw was same old linear quests as every mmo out there. I don't see any reasons to play it.

Haha. That's what i thought too.  It's still only the first 15 minutes though, but i saw the infamous ! icon, and thought to myself, "themepark".

And why is the camera aligned so high above the character?  It looks ridiculous.

 
Wildstar sounds really good with some nice features, but i don't think i can ever bring myself to play some bunny/fox as a character, or even seeing them in the game world.  I"m not into critters as playable races.  It reminds me of a time when i was playing some platform console games when i was 14.  It looks ridiculous.
Originally posted by lizardbones

 

 

If you read the OP and some of the OP's follow up posts, you'll see that this thread is an attempt to redefine and solidify the definition to the one that applies to nearly every game. One of the posts I think even says that it's an attempt to define P2W as being able to buy anything that gives an advantage, even if the advantage is temporary.

 

There isn't any redefining going on.

There was always an equal playing field in most AAA MMO titles.

The only advantage someone had was how much time they spent playing.

This concept is too hard for people to grasp.

Originally posted by Vutar
F2P is the way of the future. Isn't it awesome? Being nickle and dimed to death is wonderful. So much better than those crazy sub games that just include all that stuff for a flat fee.

Not all F2P games are like that.  Take Rift for example.  It's one of the best f2p systems out there.

Swtor is just an extreme example of how restrictive the f2p market can be.

Originally posted by azzamasin
GW2 done right you mean.  GW2's issues is their WvW zones are extremely small compared to DAoC's.  ESO at least fixes this with a huge area in Cryodiil.  Zergs will occur, just as they did in DAoC but with wide open areas and huge spaces there is room for smaller groups to prevail.  Unlike in GW2.
 

Bigger zones doesn't mean more tactical operations.  It just means more running around.  And you're right, smallers groups don't prevail in gw2.. oh wait, just last night 4 of us took a tower by ourselves, and 2 of us took a supply camp.

It's nowhere near ready, and i seriously doubt it will be ready in 5 months, especially knowing they've had years to make this game.  If they couldn't make it better after all this time, then they never will.
Originally posted by Foomerang

I thought they said they would be creating new dynamic events in the game world on a regular basis? I could be wrong though, but it seems they went away from what they advertised pre-launch. I thought by now, the original game world would have a ton more dynamic events, the cities were supposed to have 30+ minigames, and instanced player housing (neighborhoods) would be significant horizontal content.

I think the stuff like super adventure box and the kite thing are neat though. But content wise, Id rather have something the size and scope of what FFXIV is doing with their first patch, than have smaller updates every couple weeks.

But what do I know heh. I'm just making observations based on info from this site haha

Read Fiontar's post.  It explains what happened.  A-net strayed away from that, and went with the Living Story concept, which in effect, gave us "The World's Most-Updated MMO".  Fiontar, and others, including myself, have brought this up for months now.  It's too bad, since GW2 could've been so much better without wasting resources on the Living Story.

My order of greatness:  Wotlk > BC > classic > Cata > MoP.

MoP failed on so many levels.  No new dungeons after the initial launch, and only raids.  Dailies, more dailies, and even more dailies, which required gated content, to even unlock more dailies.  Then Timeless Isle came and failed hard.  It was claimed to be "dynamic", but they were literally just mob pinatas.

 
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