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MMORPG.com Discussion Forums

All Posts by Size-Twelve

All Posts by Size-Twelve

14 Pages 1 2 3 4 5 6 7 » Last
272 posts found


Originally posted by stayontarget


Originally posted by Master10K
So how exactly does this video help us, who want to know more about Tera, yet won't learn anything from this video because of the language barrier?
 
In Internets speak: Useless video is useless... unless you're Korean. :P


May this help:  http://steparu.com/reviews/mmo-rpg-reviews/594-tera-online-review


Ok thank you for this. This is really the first time I've looked at Tera. I know a lot of people are excited for it.

Based on this info it's very PvE oriented. I can imagine if you liked Shadows of the Collosus, or even the newest Castlevania, this might be up your alley. The world reminded me a bit of Final Fantasy.

It is definitely not for me though.


Originally posted by Creslin321
Guild Wars 2:  Yes, you can jump


Hahaha. Yes! I love it.

It's taken me 6 pages to realize this entire debate is pointless (and I'm kind of ashamed). The OP's interpretation of "innovation" is so restrictively narrow, that it defies logic.


By these rationales, the telephone was not innovative because long range communication already existed in the form of the telegraph. The automobile is just a fancy horse. TV is just radio with pictures - both already existed.

I see lots of innovation (new ideas) in GW2. I've never seen underwater combat done like it is in GW2. You can maybe tear out all the component parts, and say they've already existed, but the underwater combat in it's current form is not like anything out there.


That is innovation.


Originally posted by Somsbal


World of Warcraft. 
 
Druid class.
 
Animal forms. 
 
Just because it's not underwater doesn't mean it's not the same. But I suppose it might, because it's Guild Wars 2.


Crap. That's actually a good point.


Originally posted by Valua


To imply that nothing new has been introduced here is sort of delusional, unless you mean in the context of, "nothing has been released, therefore how can anything have been introduced", sort of way. I find it hard to take this thread seriously.

Right off the top of my head I think of the underwater breathing apparatus, and a special set of skills and weapons for fighting underwater. Nothing like this has ever been done.

The ability to tie your own soundtracks to events in the game has NEVER been done before.

The catapults in WvWvW can fire at such a distance, that the developers had to add special code so you could see the fireballs incoming in the distance. Both the distance traveled, and the code that allows it could be considered innovative.
 
There are so many other innovative aspects to this game. If you want to get bogged down in semantics go ahead. You're wrong either way.

There are some other reasonable arguments in the OP, but lack of innovation is just something you can't pin on GW2.


 
Again, the things you mentioned have already been done before in MMO's, yes, maybe to a lesser extent, but still done before. 
 
Guild Wars is all about revolutionising, not innovation.


No. They haven't. Not to a lesser extent and not to any extent.

Show me the MMO with a permanent underwater breathing apparatus, a special underwater weapon, and a skilldeck that changes underwater.

It doesn't exist. By definition it's new. By definition it's innovation. You are delusional, or just too stubborn to admit when you are wrong.


Originally posted by Valua

Nothing new has been introduced with Guild Wars 2.


To imply that nothing new has been introduced here is sort of delusional, unless you mean in the context of, "nothing has been released, therefore how can anything have been introduced", sort of way. I find it hard to take this thread seriously.


Right off the top of my head I think of the underwater breathing apparatus, and a special set of skills and weapons for fighting underwater. Nothing like this has ever been done.


The ability to tie your own soundtracks to events in the game has NEVER been done before.


The catapults in WvWvW can fire at such a distance, that the developers had to add special code so you could see the fireballs incoming in the distance. Both the distance traveled, and the code that allows it could be considered innovative.

There are so many other innovative aspects to this game. If you want to get bogged down in semantics go ahead. You're wrong either way.


There are some other reasonable arguments in the OP, but lack of innovation is just something you can't pin on GW2.

Ditto. I've been waiting for another game that offered group co-operation like FFXI. Can't wait for GW2.


All the author said was that he didn't like the presentation of these "bonus" quests. From the sounds of what is written here, I don't blame him. 


He was not complaining about  "too-much" content. The fans here are just getting way defensive.


Thanks for the article Mike.





 

Guild Wars 2 is my last hope. If it doesn't work, I doubt I will play another MMO. I'm just tired of the genre, really. Been playing since FFXI, probably 8 years and a dozen or so MMO's between then and now, and the levelling, grinding, stale quests, and simple combat are getting to me.


What I like about MMORPG's is the strategic style of the combat - kind of like speed chess? And the chance to play amongst and against random groups of people. It is also cool that the game evolves and persits even when you're logged out - it makes the world feel alive.


I still like those elements, but it's becomming like if you've played one, you've played them all. I trust Arenanet, and feel like if they can't make something more interesting, then it simply can't be done.

Fears?
General Discussion « Guild Wars 2
12/20/11 12:12:14 PM

My fear is that no one will play WvWvW / that the playerbase will be fragmented.


PvE is essentially separate from WvWvW, which is separate from Structured PvP. Like what happened with Warhammer, I think alot of people that want to PvP will simply head to Structured PvP, and when they aren't in the mood for PvP, they will PvE in the regular world.


I see only a small sub-group of players actually doing WvWvW regularly since essentially you are level 80, but with limited skills. You are restricted to just 4 zones for your experience, and you will miss some of your personal story, and PvE dungeon experience.


I know you can always revisit PvE areas through side-kicking, but I don't believe it will be an equivalent experience. I feel like PvP should have been integrated into the rest of the World, and I'm afraid that zoning it will fragment the playerbase.


Originally posted by Creslin321


Originally posted by Size-Twelve
I love the mechanics, but doesn't the class seem a little...feminine? There were a lot of pink butterflies and whatnot.

/shrug
 
 


And you're surprised by this :)?
 

He's wearing knee-high boots, black tights, and a frilled shirt with a low neckline.  In comparison, the flowers from the video look pretty manly.



Haha. Yeah Good point. I never really played GW1, so I wasn't sure what to expect.

I love the mechanics, but doesn't the class seem a little...feminine? There were a lot of pink butterflies and whatnot.


/shrug

I actually disagree with this thread. Story is just one aspect of a game, and it's not required for a game to be good. Ok, maybe some backstory is necessary, but not total immersion.


I grew up in an era of Mario, Metroid, and Contra. These games were not "immersive" in the sense of compelling stories, but they were fun to play. Before those games, there was pinball, Pac-man, and Space Invaders. There is no real story in Pac-Man.

I think back to games like King's Quest and Zork, and there has always been a market for story, but having more story doesn't make a game better, just different.


I was bored out of my mind with SWTOR. There were too many cut-scenes, dialogue options, and non-gameplay elements that slowed the pace of the game to a crawl. By placing more emphasis on story at the expense of the gameplay, they committed a cardinal sin in my book.


I look forward to some redemption with GW2.

Critic style score: 7.5

True to poll score: 6.0


I think if you're into standard single player RPG's, you're probably wondering how anyone could NOT love this game!


If you're into action/adventure games, your eyes are probably bleeding from all the cutscenes, and you're left wondering where the action is?


Bioware got all of the RPG elements right with SWTOR, and the game is dripping with story. It was also playable on lowest settings with an Nvidia 7600GT. It was a smooth experience.


The gamer in me just couldn't rate higher though because the combat, action, and pacing left me wanting. In the end, the story IS the game. It felt rather vanilla beyond that, and I needed more.

I didn't get a chance to try Space combat, and I didn't think character customization was that bad, but I agree with the others.


 


The opening cinematic for this game was one of the best I have ever seen. I went from not being very interested, so completely HYPED. It was like I was watching what the last three movies should have been.


It was downhill after that though. All of the dialogue, and story arc, and choices slowed the game down for me. I would find myself daydreaming during the mission cut-scenes, only to snap back and find the game awaiting my response. I'm like, "hmm, wha? I need to pick something? Ok whatever."


Ultimately it was the pacing of the game I just couldn't get in to, so that would have been my number one dislike.



Originally posted by JoeyMMO


Originally posted by VirusDancer
I'm going to walk away from the discussion on WvWvW being instanced or not.  It was not a discussion that I had intended to get into.  As I stated initially and recently, I just found it odd that people were putting down another poster down in the thread while agreeing with him...


 Still waiting for an MMO that is not instanced by your definiton. Whether you define 3 servers as a group or one server doesn't change anything. If 3 servers can be considered a group then so can 1 server. You have even used 1 player as a group.


Yeah, I think I'm with Virus here. This is getting way too specific.

Is the point whether a specific area is replicated? I don't think so. If it divides your friends, or separates a server then there is a point for contention. As is, that simply isn't the case. It FEELS persistent. That is enough.


The Mists, are, on the whole instances. However, they are ginormous instances. It's nothing like GW1 replication, and I think that is the crux of the issue.


Originally posted by VirusDancer

No, technically you are wrong.  Not jumping on you either.
You even explain how you are wrong in your post.
An instance is created by a group.  Whether that group is a single player or more...it does not exist until the group asks it to exist.  It lasts until the group leaves or there is a timer.
WvWvW... you have a group...three worlds.  It lasts two weeks.
You define it as instanced while stating it is not.


Yeah, I see what you are saying, I just fundamentally disagree with the explanation.

ANet are the keepers of the gate. They determine who is matching up against who. The match-ups are created before the player gets involved, so from a user perspective they zone into a persistent world.

Even if a single player never zoned into the Mists, the zone permissions would still exist. There would still be a match-up.


BUT, I do concede that the Mists have more in common with an instance than a zone, so for that, I apologize.



Originally posted by VirusDancer

That is not the definition of an instance... perhaps it is your definition of an instance, but that is not the definition of an instance.
If you're going to play around with the definition of instance...


You're technically wrong here. I'm not jumpin' on ya, but an instance is simply a copy of an environment for each group or player who enters. Each group has their own special experience in an instance.

Since every player who enters WvWvW is simply one part of a persistent environment, this is by definition NOT an instance - just a zone.

Zones, by contrast, are simply ways to divvy up the game world. Monster level, roaming paths, etc. I'm a web dev, and not a games programmer by trade, but I know this to be true.


Originally posted by FTPMMO
For how long have we been waiting? At least three years. Some would say I'll wait forever to get a polished game when released. I do agree. But lately my former excitement for GW2 has changed into a more cautious apprectiation of the game, as we know it so far.  
The once outstanding looking graphics do not look that great anylonger. We have gotten used to them and the gaming world has moved on. Little by little it will look outdated. (In particular fire looks like it's been added on the objects on fire, and not burning within them turning them to ashes.) We know the mesmer or some illusionist will be the last profession, Arenanet simply does not release it. When was the last time they presented some essential new part of the game, like a profession?
I don't remember, and recently I have discovered that it's not that important to me anymore. I have the impression that I know this game so well know, having followed it for years, that my interest for it is about to fade. I've got the sense that if Arenanet is not getting their act together and release GW2 during the first half of 2012, the impression of having been there, done that, before we have even tried the game ourselves will slowely start to develop in our minds.


Quite frankly, this is the lament of the crybaby.

It will be done when it's done. We all want it to cone out, but graphics be damned. If it is not polished, and it is not finished, the devs do not get a second chance. Let them make their game.


Originally posted by Talthanys


Originally posted by moosecatlol
What does Poland have to do with Guild Wars 2?


Ha Ha!


Because they aren't Russian to release.


Haha. That was good. =)

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