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Originally posted by Badaboom I don't think the leveling scaling can be singled out as the greatest feature. Because, it's only when it is coupled with the dynamic events and hearts system does one get the full perspective of a combination of systems that aren't "level locked" and thus are able to create a greater degree of longevity in the content whilst creating a feeling of a less linear world.
Side Note: It's just a shame that currently GW2 is missing two features that I personally think it needs:
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I think part of the issue why some don't understand the concept of giving oneself something to do in the game when you reach "max" is the simple fact that a lot of MMO's just don't offer anything other than preset quest chains, raids and pvp warzones. the more recent MMO's just don't include some of the "world" type stuff found in games like SWG:
I suppose it probably came down to a matter of time and resources, as well as a little hubris that suggested they weren't needed (I'm looking at you Bioware) that stopped these companies from expanding on the games design to be a little less restrictive in what activities could be accomplished in such games. Perhaps it was the advent of things like achievement systems, LFG tools, long story arcs, voice over, dialogue options and all the other things that we now somewhat take for granted that forced out all the other "world" type stuff simply because there's only so much time in the day. That along with rising costs, an increase in competition, reduction in time scales and an economic situation putting the squeeze on such companies. But, as what we are witnessing now, companies are beginning to realise that excuses don't keep players loyal. Companies have to start going that extra mile just to retain players. Even Damion Schubert of Bioware once said : "Freedom is a true part of the magic of MMOs, and artificial constraints and mechanics can undermine the fiction and the sense that you are living in the virtual world – and when you have a brand as rich and textured as Star Wars™, the last thing you want to do is undermine it. Even worse, the depth and visual splendor of Star Wars™: The Old Republic would be completely lost if players couldn’t jump off the rails and just live in the space from time to time." I agree with him, in my opinon, the situation should not be EITHER all linear, or all "world" type content. Because as we've seen in the past, neither extreme is really a "one size fits all" situation. Instead, BOTH should be included in order to offer players options. It's just a shame that SWTOR didn't actually accomplish what Damion wanted to see in the game. |
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Diablo 3: Ten Million and Counting
News & Features Discussion « General Discussion 8/06/12 4:27:15 PM
Originally posted by Psychow Don't get me wrong, I'm not bashing the story, I'm just not used the a large portion of the levels being reliant on replaying the same content. Plus the dungeons started to feel very samey after awhile (a point that I believe was mentioned by a number of critics). Like I said, that's why I was personally disappointed with the product. Others obviously felt otherwise. |
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Diablo 3: Ten Million and Counting
News & Features Discussion « General Discussion 8/06/12 11:33:57 AM
Originally posted by Lobotomist As is always the case with Blizzard, they are lazy and will only just do enough work to make a profit, and no more. They don't like to over-exert themselves if they don't have to. This is why WoW has plodded along in terms of development and yet, still continues to dominate. And until a competitor actually manages to do a decent job of an MMO, Blizzard will not actually try to be innovative or evolutionary is any way. Blizzards moto: "If it ain't broke: don't fix it." |
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Diablo 3: Ten Million and Counting
News & Features Discussion « General Discussion 8/06/12 11:31:06 AM
Originally posted by Psychow For me: Movement: standard ARPG style. Combat: standard: UI: standard Class diversity: below par. Titan Quest did it better. Graphics: Ok. Titan Quest did as good a job. Difficulty: Ok.
However, none of the above actually pins down why Diablo 3 was a let down for me personally. For me, it was the fact that the content quantity and quality was lacking. The second and third acts ended way too soon, and the game relies on players doing the harder modes to take them to top level. |
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Originally posted by tixylix
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Originally posted by Roybe Erm...the bit in red seems to contradict the rest of your post. Anyhow, I do agree that the "the whole is better than the sum of its parts" is probably a good (albeit vague) summary. |
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Originally posted by BilboDoggins Personally, I wouldn't say that it's a complete "paradigm shift", more like a selective "paradigm shift". What I mean is that in my opinion it's includes an evolutionary take on certain core systems that are found in many "themepark" type MMO's For instance, the "Renown Hearts" and Dynamic Events systems are both an evolutionary take on the traditional linear quest system found in games like Rift, TOR and WoW. Both of the GW2 systems create an environment which (to me at least) feels more "natural" and fluidic. Where results of an event can have consequences on future events that follow.
It all comes down to what one defines as the meaning of the term "paradigm shift".
The fact is that the differences found in GW2 do set it apart from other MMO's. Will it be enough for it to be successful? I don't think anyone can say right now with any degree of certainty. |
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So is GW2 basically a slightly improved RIFT?
General Discussion « Guild Wars 2 8/05/12 11:41:53 AM
Originally posted by colddog04 Well, I was sure that it filled up whilst other people (not in a group with me) were "completing" their bits for the quest, but I could be wrong. I notice that the subject seems to be under much debate on various parts of the web. I'm sure I even saw a progress bar partly filled up when I began on a "hearts" quest. To me it seems that if only 1 person is working on the "hearts" quest then the progress bar will indeed fill up in accordance with what that one person is doing. But if more than one is working on it, then it is the communal actions that are defining how quickly it fills up. I could be wrong though. |
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So is GW2 basically a slightly improved RIFT?
General Discussion « Guild Wars 2 8/05/12 11:36:30 AM
Originally posted by Gdemami When I mention the "progress bar", I am talking about the bar that is specific to any one particular "heart" quest that the player is partaking in. Not the "counter" which records how many "heart" quests you have completed in an area, that is a completely different thing (which is part of the "achievements" system). This is what I'm talking about:
Notice the progress bar under the details for the "Heart" quest. That bar fills up in accordance with what is being done for THAT specific "Heart" quest. |
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So is GW2 basically a slightly improved RIFT?
General Discussion « Guild Wars 2 8/05/12 11:25:05 AM
Originally posted by altas Very true indeed. If the current crop of MMO's are indeed not fun for some people, then those individuals should perhaps be at the forefront of offering constructive options and ideas on how MMO's should change for the better. GW2 may bomb, who knows right now, but the fact is that games such as Rift, GW2, TOR and others are least trying different things. Such features may not be to everyone's liking but that still doesn't detract from the fact that not all MMO's are alike. Some hit a "magic formula" that makes them successful, others don't. The fact is that MMO's don't have to be "revolutionary", but they should at least try to be "evolutionary". |
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So is GW2 basically a slightly improved RIFT?
General Discussion « Guild Wars 2 8/05/12 11:00:57 AM
Originally posted by Spiider
1) Do you know the difference between something being "revolutionary" as opposed to being "evolutionary"? If I said "GW2 is something this world has never seen" (your words) then I would be implying that it is revolutionary. Not evolutionary (which is what I actually said). So your question (and the majority of your latest post) is irrelevant. 2) It is really not advisable to make assumptions about people you dont actually know. Yes, I played AO and Eve. I have played many MMORPG's in my time. Including SWG (Pre-NGE), AOC, WoW, Tabula Rasa, SWTOR, STO, and others. I really don't care if you believe me or not. That's irrelevant. 3) Calling something "boring" or "not fun" is completely subjective. You are entitled to your own opinion, but that doesn't necessarily apply to others. More importantly, such an opinion is completely off topic in a discussion comparing systems in two games. The fact is that the OP asked a question and people have replied. If you are calling them "fanboys" for replying then you have really gotten things mixed up. 4) You claim that "...there is no game that breaks the industry in a positive way...", which is again a subjective statement. I could point out that GW2 brings elements which can affect the industry in a positive way, just as many other MMO's have. For instance, TOR's situation could be considered to be something that the industry could learn from and therefore be considered a positive thing. Just because YOU don't agree doesn't make your opinion as being the only justifiable one.
In short:
The point here is that your statements are completely off-topic and subjective. You are throwing around labels which are well known to evoke emotions in other users of such discussions and generalising because you refuse to acknowledge differences between the games. Therefore your comments are both inaccurate and unhelpful to the actual topic being discussed, and therefore could well be considered as a troll attempt. |
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So is GW2 basically a slightly improved RIFT?
General Discussion « Guild Wars 2 8/05/12 10:16:05 AM
Originally posted by Spiider
The simple fact is, GW2's progression activities (i.e. the "Hearts" and DE systems) ARE different to Rift. Just like Rift has progression systems that differ to those in WoW. One may not like the fact that GW2 isn't so radically different as to be considered a completely different animal, but nevertheless each game is different in some noticable respects. Of course, that doesn't prevent certain individuals from refusing to acknowledge such differences, and trying to automatically assume that everything is the same.
So my question to you is: In YOUR own opinion, at what point is a "ground based" MMO so different as to be worthy of being actually labelled as "different" to the competition, and yet STILL actually be considered a ground based MMO? [mod edit]
Is GW2 "revolutionary"? In my opinion, no. But that's not the point of this discussion. GW2 IS different to Rift in the ways mentioned earlier. So whilst it may not be "revolutionary", it could be instead considered to be"evolutionary". |
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So is GW2 basically a slightly improved RIFT?
General Discussion « Guild Wars 2 8/05/12 10:08:43 AM
Originally posted by Reflection2 Incorrect. I was doing "Heart" quests in Queensdale (it was the one with the wurms and the feeding of the cows) and everyones contribution was making that bar go up, not just my own. See the wiki article for Renown Hearts: "Hearts fill as players assist in the area; no NPC interaction is required to begin progress on a heart.... ...... Once a heart is completed, players are rewarded with experience and receive mail from an NPC expressing gratitude and containing money. Additionally, the renown heart NPCs will begin selling karma goods." Note the plural: "players" and the bits in red. I believe that you are getting mixed up between: 1) Multiple players contributing to completing the "heart" (which is what I experienced). with: 2) The rewards that are given out on an individual basis based on each individual players contribution.
The "heart" progress bar is a communal one as far as I could tell. |
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So is GW2 basically a slightly improved RIFT?
General Discussion « Guild Wars 2 8/05/12 8:40:15 AM
Originally posted by Ubel12
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So is GW2 basically a slightly improved RIFT?
General Discussion « Guild Wars 2 8/05/12 8:37:57 AM
Originally posted by BlackestNite
These are the individuals who will stick with the game and wonder why everyone is leaving when they are having so much fun. Blind fanboys: The suckers of the MMO industry. |
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So is GW2 basically a slightly improved RIFT?
General Discussion « Guild Wars 2 8/05/12 8:26:47 AM
Originally posted by BlackestNite
In the end, it's only when someone actually plays the game that they realise the core difference between the "quest system" in GW2 compared to others. It's neither TOR's fault, not the fault of any other MMO. People are merely drawing on their experiences. |
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So is GW2 basically a slightly improved RIFT?
General Discussion « Guild Wars 2 8/05/12 8:12:53 AM
Originally posted by Gdemami I disagree. It is a replacement. The mechanics are very different between the "Renown Heart" system (i.e. "Hearts" quests) and the traditional quest systems in other games. For instance: 1) A player doesn't have to talk to an npc to do a "Heart" quest. The moment the player enters into the range of the quest, it automatically appears on their tracker list. The player can still go and talk to an npc to get more background on the task if they choose, but it's not mandatory in order to begin the quest. 2) The player doesn't get a progress bar that applies solely to their own progress in the task, instead they see a "communal" progress for everyone taking part in the "Heart" quest. I don't know if WAR had something similar for its PQ system, but I'd guess that it did. 3) The player is given various ways to complete the "Heart" quest. There isn't just one set way to complete the quest. For instance, a farmer might need cattle feeding, fires putting out and giant worms killing. Players can choose which to do, and participation in ANY of the different ways will add to the communal progress of the task. 4) The outcome can change. Thus the end result is not always the same e.g. a "Queen" may turn up after killing minions. Sometimes it may not.
In short, at "face value" it may seem the same as a traditional quest system found in other games, but it actually differs in various ways. Nevertheless, there is no "traditional" linear quest system in GW2. It doesn't exist. Instead, in its place is the combination of "Renown Hearts" system mentioned above and the "Dynamics Events" system which helps players progress in levels by giving them XP, Karma (Renown) and money as rewards. |
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So is GW2 basically a slightly improved RIFT?
General Discussion « Guild Wars 2 8/05/12 6:14:19 AM
Originally posted by Gdemami The "Hearts" system is a bit like (but not exactly the same as) traditional quests, whilst the DE system is perhaps more like the PQ's in WAR. As others have said, the combination of the "Renown Hearts" system and the Dynamic Events system essentially replaces the entirety of the tradtional quest system found in other games like WoW, Rift, AOC, TOR, etc, etc. This combination is a more fluidic and dynamic system allowing players to "feel" that the environment in which they are inhabiting is constantly shifting in its state, thus giving the feeling of being in a living and breathing virtual "world". I didn't play WAR so I really cannot comment on its similarities to GW2 in this respect, but I'd guess that the GW2 systems essentially took the concept of the PQ's in WAR, and evolved refined it to remove the problems (e.g. what happens when there isn't enough people doing them). |
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So is GW2 basically a slightly improved RIFT?
General Discussion « Guild Wars 2 8/05/12 6:08:52 AM
Originally posted by Zylaxx Here's what you posted: "Dynamic events, is the only questing system in place,......" You mention the Dynamic Events system, but contrary to what you posted, that isn't the "only" system in place. The "Hearts" system is also in place as well. The two aren't the same thing. |
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