Trending Games | Rift | Darkfall: Unholy Wars | Defiance | WildStar

  Network:  Gamertube FPSguru RTSguru
Login:  Password:   Remember?  
Show Quick Gamelist Jump to Random Game
Recent forum postsRSS
Active threads
Cloud view
List all forums
General Forums
Developers Corner General Discussion
Popular Game Forums
Click a status to find game forum
Game Forums
Click a letter to find game forum
A-C
2029 Online 2112: Revolution 2Moons 4Story 8BitMMO 9 Dragons A Mystical Land A Tale in the Desert III A3 ACE Online ARGO Online Aberoth Absolute Force Online Absolute Terror Achaea Adellion Aerrevan Aetolia, the Midnight Age Age of Armor Age of Conan Age of Empires Online Age of Mourning Age of Wulin Age of Wushu Aida Arenas Aika Aion Alganon All Points Bulletin (APB) Allods Online Altis Gates Anarchy Online Ancients of Fasaria Angels Online Anime Trumps Anmynor Anno Online Applo Arcane Legends ArchLord ArcheAge Archlord X Asda 2 Asda Story Ashen Empires Asheron's Call Asheron's Call 2 Astera Online Astonia III Astro Empires Asura Force Atlantica Online Atriarch Auto Assault Battle Dawn Battle Dawn Galaxies Battle for Graxia Battle of 3 Kingdoms Battle of the Immortals Battlecruiser Online Battlestar Galactica Online Battlestar Reloaded Beyond Protocol Black Aftermath Black Desert Black Gold Black Prophecy Black Prophecy Tactics: Nexus Conflict Blacklight Retribution Blade & Soul Blade Wars Blazing Throne Bless Blitz 1941 Bloodlines Champions Bounty Bay Online Brawl Busters. Brick-Force Bright Shadow Bullet Run Business Tycoon Online CTRacer Cabal Online Caesary Call of Gods Call of Thrones Camelot Unchained Canaan Online Cardmon Hero Cartoon Universe Castle Empire Castlot Champions Online Champions of Regnum Chaos Online Chrono Tales Citadel of Sorcery CitiesXL Citizen Zero City of Decay City of Heroes City of Steam City of Transformers City of Villains Clan Lord Clash of Clans Cloud Nine Club Penguin Colony of War Command & Conquer: Tiberium Alliances Company of Heroes Online Conquer Online Conquer Online 3 Continent of the Ninth (C9) Core Blaze Core Exiles Corum Online Craft of Gods Crimecraft Crimelife 2 Cronous Crota II Cultures Online Céiron Wars
D-F
D&D Online DC Universe DK Online DOTA DOTA 2 DUST 514 Dalethaan Dance Groove Online Dark Age of Camelot Dark Ages Dark Legends Dark Orbit Dark Solstice Dark and Light DarkEden Online DarkSpace Darkblood Online Darkfall Darkfall: Unholy Wars Darkwind: War on Wheels Dawn of Fantasy Dawntide DayZ Dead Earth Dead Frontier Deco Online Deepworld Defiance Deicide Online Dekaron Desert Operations Destiny Diablo 3 Diamonin Digimon Battle Dino Storm Disciple Divergence Divina Divine Souls Dofus Dominus Online Dragon Ball Online Dragon Born Online Dragon Crusade Dragon Empires Dragon Eternity Dragon Nest Dragon Oath Dragon Raja Dragon's Call Dragon's Call II Dragon's Prophet DragonSky DragonSoul Dragona Dragonica Dream of Mirror Online Dreamland Online Dreamlords: The Reawakening Drift City Duels Dungeon Blitz Dungeon Fighter Online Dungeon Overlord Dungeon Party Dungeon Rampage Dungeon Runners Dynastica Dynasty Warriors Online Dynasty of the Magi EIN (Epicus Incognitus) EVE Online Earth Eternal Earth and Beyond Earthrise Ecol Tactics Online Eden Eternal Einherjar - The Viking's Blood Elder Scrolls Online Eldevin Elf Online Embers of Caerus Emil Chronicle Online Empire Empire & State Empire Craft Empire Universe 3 EmpireQuest Empires of Galldon End of Nations Endless Ages Endless Blue Moon Online Endless Online Entropia Universe EpicDuel Erebus: Travia Reborn Eredan Eternal Blade Eternal Lands Ether Fields Ether Saga Online Eudemons Online EuroGangster EverQuest Online Adventures Evernight Everquest Everquest II Evony Exarch Exorace Face of Mankind Fairyland Online Fall of Rome Fallen Earth Fallen Sword Fallout Online Family Guy Online Fantage Fantasy Earth Zero Fantasy Realm Online Fantasy Tales Online Fantasy Worlds: Rhynn Faunasphere Faxion Online Ferentus Ferion Fiesta Online Final Fantasy XI Final Fantasy XIV: A Realm Reborn Firefall Fists of Fu Florensia Flyff Football Manager Live Football Superstars Force of Arms Forge Forsaken World Forum for Discussion of Everlight Freaky Creatures Free Realms Freesky Online Freeworld Fung Wan Online Furcadia Fury Fusion Fall
G-L
GalaXseeds Galactic Command Online Game of Thrones: Seven Kingdoms Gameglobe Gate To Heavens Gates of Andaron Gatheryn Gekkeiju Online Ghost Online Ghost Recon Online Gladiatus Glitch Global Agenda Global Soccer Gloria Victis GoGoRacer Goal Line Blitz Gods and Heroes GodsWar Online Golemizer Golf Star GoonZu Online Graal Kingdoms Granado Espada Online Grand Chase Grand Fantasia Grepolis Grimlands Guild Wars Guild Wars 2 Guild Wars Factions Guild Wars Nightfall Habbo Hotel Hailan Rising HaloSphere2 Haven & Hearth Hawken Helbreath Hellgate Hellgate: London Hello Kitty Online Hero Online Hero Zero Hero's Journey Hero: 108 Online HeroSmash Heroes & Generals Heroes in the Sky Heroes of Bestia Heroes of Gaia Heroes of Might and Magic Online Heroes of Thessalonica Heroes of Three Kingdoms Holic Online Hostile Space Hunter Blade Huxley Illutia Illyriad Immortals USA Imperator Imperian Infinity Infinity Iris Online Iron Grip: Marauders Irth Worlds Island Forge Islands of War Istaria: Chronicles of the Gifted Jade Dynasty Jagged Alliance Online Juggernaut Jumpgate Jumpgate Evolution KAL Online Kakele Online Kaos War Karos Online Kartuga Kicks Online King of Kings 3 Kingdom Heroes Kingdom Under Fire II Kingdom of Drakkar Kingory Kings and Legends Kitsu Saga Kiwarriors Knight Age Knight Online Knights of Dream City Kothuria Kung Foo! Kunlun Online L.A.W. LEGO Universe La Tale Land of Chaos Online Lands of Hope: Phoenix Edition LastChaos League of Legends - Clash of Fates Legend of Edda: Vengeance Legend of Golden Plume Legend of Katha Legend of Mir 2 Legend of Mir 3 Legendary Champions Light of Nova Lime Odyssey Line of Defense Lineage Lineage Eternal: Twilight Resistance Lineage II Linkrealms Loong Online Lord of the Rings Online Lords Online Lost Saga Lucent Heart Lunia Lusternia: Age of Ascension Luvinia Online
M-Q
MU Online Mabinogi Maestia: Rise of Keledus MagiKnights Magic World Online Manga Fighter MapleStory Martial Heroes Marvel Heroes Marvel Super Hero Squad Online MechWarrior Online Megaten Meridian 59 : Evolution Merlin MetalMercs Metaplace Metin 2 MicroVolts Midkemia Online Might & Magic Heroes: Kingdoms MilMo Minecraft Mini Fighter Minions of Mirth Ministry of War Monato Esprit Monkey Quest Monster & Me MonsterMMORPG Moonlight Online: Tales of Eternal Blood Mordavia Mortal Online Mourning My Lands Myst Online: URU Live Myth Angels Online Myth War Myth War 2 Mytheon Mythic Saga Mythos N.E.O Online NIDA Online Nadirim Naviage: The Power of Capital Navy Field Need for Speed World Nemexia NeoSteam Neocron Neverwinter Nexus: The Kingdom Of The Winds NinjaTrick NosTale Novus Aeterno Oberin Odin Quest Ogre Island Omerta 3 Onverse Order & Chaos Online Order of Magic Origins Return Origins of Malu Orion's Belt Otherland Forums OverSoul Overkings Oz Online Oz World Pandora Saga Parabellum Parallel Kingdom Parfait Station Path of Exile Pathfinder Online Perfect World Perpetuum Online Phantasy Star Online 2 Phantasy Star Universe Phoenix Dynasty Online Phylon Pi Story Picaroon Pirate Galaxy Pirate Storm Pirate101 PirateKing Online Pirates of the Burning Sea Pirates of the Caribbean Online Pixie Hollow Planeshift Planet Arkadia Planet Calypso PlanetSide 2 Planetside Playboy Manager Pocket Legends Pockie Ninja Pockie Pirates PoxNora Prime World Prime: Battle for Dominus Priston Tale Priston Tale II Prius Online Project Blackout Project Powder Project Wiki Puzzle Pirates Quickhit Football
R-S
R2 Online RAN Online RF Online ROSE Online Rage of 3 Kingdoms Ragnarok Online Ragnarok Online II RaiderZ Rakion Rappelz RappelzSEA Realm Fighter Realm of the Mad God Realm of the Titans Realms Online Reclamation Red Stone Red War: Edem's Curse Regnum Online Remnant Knights Renaissance Repulse Requiem: Memento Mori Rift RiotZone Rise Rise of Dragonian Era Rise of Empire Rise of the Tycoon Rising of King Risk Your Life Rivality Rockfree Rohan: Blood Feud Role Play Worlds Roll n Rock Roma Victor Romadoria Rosh Online Roto X Rubies of Eventide Ruin Online Rumble Fighter Runes of Magic Runescape Rusty Hearts Ryzom S4 League SAGA SD Gundam Capsule Fighter Online SMITE SUN Sagramore Salem Scarlet Blade Scions of Fate Seal Online: Evolution Second Life Secret of the Solstice Seed Serenia Fantasy Seven Souls Online Sevencore Shadow of Legend Shadowbane Shaiya Shattered Galaxy Sho Online Shot Online Shroud of the Avatar SideQuest Sigonyth: Desert Eternity Silkroad Online Skyblade SmashMuck Champions Smoo Online Soldier Front Soul Master Soul Order Online Soul of Guardian Space Heroes Universe Spellcasters Sphere Spiral Knights Spirit Tales Splash Fighters Squad Wars Star Citizen Star Sonata 2 Star Stable Star Supremacy Star Trek Online Star Trek: Infinite Space Star Wars Galaxies Star Wars: Clone Wars Adventures Star Wars: The Old Republic StarQuest Online Stargate Worlds Starlight Story Starpires SteelWar Online Stone Age 2 Storybricks Stronghold Kingdoms Sudden Attack Supremacy 1914 Supreme Destiny Sword Girls Sword of Destiny: Rise of Aions SwordX Swords of Heavens
T-Z
TERA TS Online Tabula Rasa Tactica Online Tales Runner Tales of Fantasy Tales of Pirates Tales of Pirates II Talisman Online Tamer Saga Tank Ace Tantra Online Tatsumaki: Land at War Terra Militaris TerraWorld Online Thang Online The 4th Coming The Agency The Aurora World The Chronicle The Chronicles of Spellborn The Legend of Ares The Lost Titans The Matrix Online The Missing Ink The Mummy Online The Myth of Soma The Pride of Taern The Realm Online The Repopulation The Secret World The Sims Online The Strategems The War Z The West Theralon There Thrones of Chaos Tibia Tibia Micro Edition Titan Siege Toontown Online Top Speed Topia Online Torchlight Transformers Universe Traveller AR Travia Online Travian Trials of Ascension Tribal Hero Tribal Wars Tribes Universe Trickster Online Troy Online True Fantasy Live Online Turf Battles Twelve Sky Twelve Sky 2 Twilight War Tynon U.B. Funkeys UFO Online URDEAD Online Ultima Forever: Quest for the Avatar Ultima Online Ultima X: Odyssey Ultimate Soccer Boss Uncharted Waters Online Undercover 2: Merc Wars Underlight Unification Wars Universe Online Utopia Valkyrie Sky Vampire Lord Online Vanguard: Saga of Heroes Vanquish Space Vector City Racers Vendetta Online Victory - Age of Racing Vindictus Virtonomics Vis Gladius Visions of Zosimos Voyage Century Online W.E.L.L. Online WAR (Warhammer Online) WAR2 Glory WYD Global Wakfu War Thunder War of 2012 War of Angels War of Legends War of Mercenaries War of Thrones War of the Immortals WarFlow Waren Story Wargame1942 Warhammer 40K: Dark Millennium Online Warhammer Online: Wrath of Heroes Warkeepers Warrior Epic Wartune WebLords Wild West Online WildStar Wind of Luck WindSlayer 2 Wings of Destiny Wish Wizard101 Wizardry Online Wizards and Champions Wonder King Wonderland Online World Golf Tour World of Battles World of Darkness World of Heroes World of Kung Fu World of Pirates World of Tanks World of Tanks Generals World of Warcraft World of Warplanes World of Warships World of the Living Dead WorldAlpha Wurm Online Xenocell Xiah Xsyon Xulu YS Online Yitien ZU Online Zentia Zero Online Zero Online: The Andromeda Crisis Zodiac Online eRepublik

MMORPG.com Discussion Forums

All Posts by Shroom_Mage

All Posts by Shroom_Mage

37 Pages First « 31 32 33 34 35 36 37 »
732 posts found


Originally posted by Master10K


Originally posted by Shroom_Mage
 



Originally posted by Master10K


*snip*

^This^, I agree with. I'm all in favour of teleporting, the demo just showed far too many way points and I just hope that in the release game they'll limit waypoints to: cities, camps, towns, villages & outposts. Also another thing I noticed in the demo was how players could teleport during combat, which could spell many problems. So along with the limits I stated earlier, they should make it so that you cannot teleport in combat and within 30 seconds of combat; which also means that when you are "defeated" you'll have to wait 30 seconds to teleport and within that time someone will have the chance to rez you.
 
ArenaNet really needs to work on the limitations of teleporting, because as it is in the demo, it's just easy to exploit and annoy people who are trying to rez you.




Well, the death penalty in GW2 is that you are forced to teleport, so by teleporting during combat, it's more like you're simply killing yourself.

No, teleporting in-combat simply means that you're escaping death and death in a game like GW2 isn't meant to punish players ike in other games, it's meant to teach players and provide a little downtime as you make your way back. And what if the same thing was possible in W v W v W; a player could just port back to their home fortress, before losing the fight (similar to an issue in Earthrise). Would you still treat it as the player killing themself?


When you die, you can either be rezzed or use your map to teleport to a waypoint. The waypoint cost is the same whether you are alive or dead. Explain to me how teleporting during combat is different than teleporting after dying, even in PvP.


Originally posted by Gennadios
End of dungeon rewards are out, you're guaranteed the item you really want, and if you're looking for a set, you have 4-6 team mates that may or may not be willing to sell their tokens. This kind of certainty pretty much guarantees that such items won't be worth more than the .5 - 2 hours it'll take to complete a given dungeon. Even if it's hard, there will be pros that complete it reliably, and they'll farm it to death.

I'm assuming that tokens and the rewards they grant will be untradable in the same way karma is untradable.


Originally posted by Gennadios
Discoverable crafting is out, recipe availability on wikipedia pretty much amounts to starter recipes. Nobody will pay a premium (more than the base mats are worth) for such items.

Not all recipes are discoverable. Some rare recipes have to be obtained as drops. Components also have a skill level required before they can be crafted.


Originally posted by Gennadios
That only leaves us with some loot items that have been hinted at, but the availability of transumation stones will eat into their value pretty heavily as even imperfect drops can be repurposed into perfect ones. Even if an item that's extremely rare to begin with drops as a natural perfect, wouldn't players be more willing to spend $5 on a transmutation stone and 100k in a "fixer upper"  than to spend months earning the gold to buy a natural item for 10 times the price? This can cap the upper value of items as the hardcore players who would normally be able to afford this stuff, will also be players most willing to save time and buy stones at the cash shop.

Transmutation stones do not simply improve items. They just turn one item into a skin for another of the same type. One item is destroyed and the other is altered (in appearance only) and soulbound. This means that the powerful item still has to be obtained. If anything, transmutation stones help the economy by destroying items and binding others.


Originally posted by Gennadios
Then there's the loot crafting recipes. Only thing they have going for them is that not only do they have to be discovered, but mats need to be available to craft them, However, once the recipe drops, duplicates can be produced highly reliably. Unless it's a LOtRO type system where crafting from a recipe wipes it... but the resultant item will still be perfect.


I'm not sure I understand what you consider "loot crafting recipes" to be.


Originally posted by Master10K


Originally posted by MMO.Maverick
I miss the option 'in favor, if available sparsely'.
 
Teleporting from one city to another or other hotspot locations you discover like in GW, I've no problem with it. However, the enormous abundance of teleport locations as seen in the demo where a teleport spot was there with only 10-20s running distance between them, that I find extreme.
So I'm hoping that was only for the demo.


^This^, I agree with. I'm all in favour of teleporting, the demo just showed far too many way points and I just hope that in the release game they'll limit waypoints to: cities, camps, towns, villages & outposts. Also another thing I noticed in the demo was how players could teleport during combat, which could spell many problems. So along with the limits I stated earlier, they should make it so that you cannot teleport in combat and within 30 seconds of combat; which also means that when you are "defeated" you'll have to wait 30 seconds to teleport and within that time someone will have the chance to rez you.
 
ArenaNet really needs to work on the limitations of teleporting, because as it is in the demo, it's just easy to exploit and annoy people who are trying to rez you.


Well, the death penalty in GW2 is that you are forced to teleport, so by teleporting during combat, it's more like you're simply killing yourself.

Not in favor.

To me, it has nothing to do with immersion. The UO example more than shows that having such a system can work easily and still be immersive.

For me, it's more about community. The faster you get to where you're going, and the more determined you are to get there, the fewer people you will encounter along the way.

Seeing the same people frequently lets players become more comfortable around each other. Most players start without any intention of actually making new friends. It happens anyway in games where players encounter each other frequently enough.

In GW2, let's say you step out of the town to consider where to go next. You don't exactly have any place in mind yet. You're still deciding. The first thing you're likely to do is open your map. With the current travel system, once you decide, you simply click where to go, and bam, you're there. This is nice and convenient. However, had you been required to walk, you might have passed by an event where a player you had played with before was participating. You might see the event and the player and think, "Oh, I remember that guy. I'll go help him out." With fast travel, you never might have even seen the event.

On the other hand, if you're already trying to meet up with a friend, the faster travel options are favorable. So it's sort of a trade-off, really.

Is this a game breaker? No, not by any means. Am I afraid players will be unfriendly as a result of it? No, not really. Is the convenience worth it? I can't say yet. What I can say, though, is that playing with your friends is great, but making new friends keeps games alive for longer.

The stats are Power, Precision, Vitality, and Toughness. Accuracy is not a stat, and saying it over and over makes you look uninformed.

You might say these forums are...

forsaken.


Originally posted by gobla


Originally posted by romanator0
 Seeing as having dedicated healers and tanks are the problem, what kind of solution do you have other than completely removing them?


You need healers because you take damage. So you need someone to heal you up.
As I said in my Monk post pure healing is simply boring. Prevention of damage however is highly interesting. The thing about damage prevention though is that it's not limited to support classes.
Create a class like the protection monk which prevents damage by protective enchantments like protective spirit, bonds, guardian and shield of absorption.
Create a warrior class focussing on stuns, knockdowns and knockbacks. Make these skills PvE only ( reduced effect in PvP ) and make the goal of this class to constantly stun enemies though heavy attacks so they can't fight back and damage you. Enemy rushing a squishy? Knock them back 20 yards and get some breathing room. Lots of enemies around? Do an AoE stomp and stun them all. Big boss doing lots of damage? Chain your disables in such a way that the boss won't get a hit in. Important would be that this class would be low damage. His weapon are his disables. He's an offensive support class, not a damage dealer. Even in PvP he would still focus on disables but stuns could lost shorter while the remaining duration would become for example a slow ( 3 sec stun becomes a 0,5 sec stun with a 2,5 sec slow ).
Create a dark sorceror class focussing on curses and debuffs. Again a reduced effect in PvP but in PvE make cursed enemies miss nearly all the time, give him options to silence enemies for longer durations. Weaken enemeis greatly reducing their damage etc. Give them a variety of curses with a variety of effects that all reduce the damage output and effectiveness of enemies. In PvP the effects would be reduced but still viable. Say a 75% miss rate curse in PvE and 25% in PvP. Again low damage output.
The problem is that in the current holy trinity there generally are only 2 out of 10 specs that are unable to do any real damage. The tank and healer. The rest of the specs ( be it berserker warrior, smiting priest, fire mage, unholy necromancer etc. ) generally all focus on damage. You're left with a system that requires non-damage classes for team content but provides 80% of the classes as damage dealers. What you need is a system where the amount of damage dealers is greatly reduced. So that support characters aren't the few and far in between that make it possible for the DPS to enjoy the game but instead make up a far larger portion of the player base.
This would cause grouping on a much larger scale as many more players would need to group as they aren't all DPS classes who can solo just fine. If players continually group then it's no longer such a sacrifice to play a support role. Not to mention that the devs can put more resources in making support roles fun as they're no longer a small portion of the player base.


The roles you describe are essentially what ANet is already doing with their "control" role. It's (hopefully) not enough to completely stunlock everything you encounter, so the effects don't need to be drastically reduced in PvP. Some of them are (such as fear), but in general, a knockback is a knockback.

A point I want to make, however, is that unless your crowd control is perfect, allowing you to "cheese" any fight, adding a dedicated healer will always make the fight easier, allowing you to handle more difficult encounters. Basically, take the best team you can come up with that doesn't have a healer, then throw in a healer, and it gets better every time.


For example, as a weaponsmith I automatically know the recipes for turning copper and tin ore into bronze ingots and for taking green wood logs and turning them into soft wood planks. If I place copper ingots in the crafting window while at an anvil I can make a copper axehead and similarly if I take the green wood planks to a workbench I can make an axe haft. I don't actually have a recipe for an axe but if I combine those two items then I will create a basic axe and the recipe will be stored in my recipe list. With further experimentation and by adding other ingredients I might be able to make a statistically better or different looking axe.

The way this is described makes me think that you'll be able to mix and match weapon components. I wonder if they'll actually give us that sort of freedom. Can I match any axehead with any axe half, or do I have to find two of them that fit?


Originally posted by DraganBlack
I can tell you the end of the personal story right now:
we beat zaithan and he dies/falls back into sleep/flees


Unless that's reserved for some big dynamic event.

What about those talents? A lot of games use similar systems, but most of them don't actually copy the actual icons.

Yeah, the budget doesn't really make much difference as far as gameplay is concerned. If anything, it's bad for the gameplay because developers are more likely to "play it safe" than to take some chances and try to make something really good. A low budget game with an original IP is going to have to be good if it wants to be successful. A game with a budget like this can make a profit through the IP and marketing alone.

Not saying 40K Online is going to suck. We know next to nothing about the game. Just saying that the price tag doesn't get my hopes up.


Originally posted by Kleir
After the guardian's release there was a post saying the final 3 professions would be composed of one returning profession, one changed returning profession with a changed name, and one brand new profession.  We could assume that this is thief, mesmer, and something brand new.


Actually, that post came long before the Guardian.

http://twitter.com/guildwars2/status/26864709145

The Guardian is new, and the Thief is similar with a different name. The only thing we can now conclude is that one of the two remaining professions is a returning profession. Mesmers have been mentioned in the book, and concept art has been revealed that closely resembled a Mesmer, so most of us are assuming that the Mesmer is returning.

So much mad in this thread.


At first I thought this was going to be something about mistakes players make while playing games, and I was thinking how there really are no mistakes a player can make in a game. Every legal action is a legal action.

But now I see this is actually a list of mistakes players make on this website. And I agree with all of them.


Originally posted by thedarkess


Originally posted by Shroom_Mage
While I don't care too much about the lack of direct ally-targeting, I really hate ground-target abilities. Fortunately, their skill system allows me to avoid these types of abilities completely. Hopefully I can remain competitive without them. I really hate clicking on things.


Most of the time you don't really have to click with your mouse on the ground. You actually just activate the skill and that skill will be placed at the spot where your character stands. Its more about positioning than clicking the spot!


I was already aware of this, and it doesn't change anything. I'm still going to avoid abilities that require clicking.

While I don't care too much about the lack of direct ally-targeting, I really hate ground-target abilities. Fortunately, their skill system allows me to avoid these types of abilities completely. Hopefully I can remain competitive without them. I really hate clicking on things.

Pretty sure the reason people aren't calling GW2 vaporware is the fact that ArenaNet (not NC) has been giving us updates and new information this entire time.

Did you not notice they just announced a new class or are you dense?

Also, GW2 has never been "pushed back" because they've never given anything vaguely resembling a release date.

{Mod edit}


Originally posted by romanator0


Originally posted by RameiArashi
Not really, warrior of same level as guardian will always have more health, but guardian has faster health regeneration.


You allocate your stats yourself when you level, a guardian who puts more points into vitality (health) than a warrior will have more health than a warrior.


And a Warrior that puts more points into Int will have higher spell damage than an Elementalist. What's your point?


One would assume we're not giving one class some arbitrary advantage here. A Guardian's minimum health is lower than a Warrior's minimum health, and a Guardian's maximum health is lower than a Warrior's maximum health. It's fair to say that Guardians have less health than Warriors.


Originally posted by Ablestron


Originally posted by BlackUhuru
When you go from one zone to the next there is a zone loading screen. Each zone is it's own instance that others can enter and not a open seemless world like Rift. Open to other players yes, but it is not a Seemless Open World is what i said in my post earlier.
I think your getting the two confused...
In GW2 when you enter the capitol city you zone in with loading screen. When you enter a new zone in the world you have a loading screen. When you enter a "Dynamic Quest Line" you get a loading screen. When you enter your house you get a loading screen. You can't run from one side of the world to the other side without encountering a loading screen...
GW2 is chucked full of instanced content with loading screens...


Ok Ive played the Rift beta, and as far as I am concerned each area on the map follows "your version" of instancing. There is a loading screen between zones, so its a bad comparison.

also, you keep bringing up "loading screens" as if this is what defines when you enter an instance. It's not. Because RIFT is chuck full of loading screens. Heck theres one when you enter the game, one when you change zones, one when you enter pvp zones, and when you teleport. again, bad comparison.


I don't know which Rift you played, but there definitely are not loading screens between zones.

And a loading screen when you enter the game? Well, no shit. The game has to load at some point.

The comparison is totally legit when they charge the same amount.

StarVault can cry and baw all they want about how they're an independent developer and how they were low on funds, but it's not going to matter when they charge exactly the price that everyone else charges.

You make a lower quality game? You charge lower quality prices.

"But DFO has been out so much longer!" Okay? That changes nothing. It's MO's most direct competition. The game is currently more polished and the subscription is currently the same.

If you can't stand up to your competition, then step down.


Originally posted by MimiEZ
"Oh it's a combat game anyway, its called WARquest, if I want good crafting I'll go play CRAFTquest."

But what if you play WARCRAFT?

37 Pages First « 31 32 33 34 35 36 37 »