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5/24/12 10:06:32 AM#21
Originally posted by WellzyC I agree! That's why TSW is so appealing. You don't even have to do the story and you don't have to do quest in any order, hell you don't have to do quests! |
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5/24/12 10:07:15 AM#22
Originally posted by WellzyC I class an MMO as a game where you play with other people.. TSW is a game that you quest and go through the story with other people.. cut scenes are fine by me and easy to skip.. Dont get me wrong it would be much better if i could find a really good new sandbox MMO to paly but at the moment that dont exist.. so i have to make do with themepark MMOs and stories go really well with themepark MMOs..
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5/24/12 10:09:52 AM#23
Originally posted by Caldrin TSW is a game that you CAN quest and go through with other people. You don't have to though. This is where the sandboxy feel comes in you can do what you want, but there are quests if you want to do them. |
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5/24/12 10:11:09 AM#24
Originally posted by Caldrin X2
TSW is a themepark game. But's its definitely one of the best themeparks I have beta'd over the last few years. I preorder it, if anything else, for a good month of RPG single player content alone. Which is worth 50 dollars.
Caldrin if your looking for a good sandbox, check out the DayZ mod for Arma II. It's blowing up atm.... BigCountry | Head Hunters | www.wefarmpeople.com |
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5/24/12 10:16:21 AM#25
Originally posted by Caldrin The great thing about the DE's in GW2 versus a "traditional" quest structure is how it ties into the geography in the game. Think of it like this... Every zone in a game with "traditional" questing has certain areas with certain mobs that are sanctioned off for the quest assigned to the area. In order to add more quests, you have to either jam them into the same area as the other content, create new areas, or replace existing content with new content (like WoW did in the old world in Cata) However with GW2 DE's, the areas change based on the DE's, so all you have to do is add more stages to the events, make them a longer chain, and you're done. You don't have to re-do a zone or cram stuff in or create new zones, you can just add to existing chains as all the content isn't in the same place at the same time like in a static traditional questing structure.
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5/24/12 10:46:58 AM#26
Originally posted by Lord.Bachus I agree with you on that. I actually realized it myself, that DE's have more replay value. However, let's analyze something about "story driven" mmo's. If you think about, all themeparks are this way. Usually, a bad story about some evil force of darkness is invading the world and you and other heroes must stop it, even in GW2. Now, in other mmo's, like WOW, the quests you take guide you and kind off tell you about said story, like in the expansions. That's the "story" part of those games. It's always the same thing, you're new, level 1 and weak, and ten you keep advancing in power, do dungeons, and finally reach the final boss. Once you beat it, it's "over". GW2 is still this way, but with PS in it's place. The problem is that video games get boring, so imagine this: You play 1 character in GW2, and because of side-kicking, you do 75% of the content in pve, namely DE. Now you restart another charcter, but has you level up, you'll go into the same areas and content has before, and even if not then, but the 3rd or 4th you will. See, this isn't a GW2 problem, it's a themeparl problem. SWOTR actually quite alot of content, mostly in the form of different paths and options in it's stories, but why didn't people want to replay them? Because the "new, shiny" factor was gone. What's more interesting to you? See another path of the same charater, or the new story of a new class? The later, i bet. This is because everything starts beting stale. I believe GW2 wil last longer then most mmo's, but eventually, i believe that, even if you haven't done all content, players will just get bored and sick, because it's a game, like other themeparks. A new, shinnier game must come, or aditional new content. Anyway, what's to keep players intersted in TSW? Like GW2 and other mmorpg's, PVP, dungeons in harder difficulty, achivements, and smaler stuff like that i guess, unless there's somethign we haven't seen. However, i do believe that TSW may have an interesting shot, because of it's puzzles. Ig Funcom realeases som really, REALLY, hard puzzles that take a couple of weeks or evena month to solve, it could keep players hooked, has well has the traditional content. BTW, this isn't a GW2 forum, i just made the comparision because of your post. Let' not derail this into a vs and remember, my opinion is just that. Everything i just wrote is not almighty and i could perfectly be wrong about GW2, TSW, and everything
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5/24/12 11:44:15 AM#27
The problem is there is 1 way to play TSW. In WoW you had different races and factions. the same with SWTOR. And from what we know different factions still do the same quests in TSW. this alone gives it less replay value. |
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5/24/12 11:53:43 AM#28
I imagine the different builds and maxing out the skill wheel will be the long term goals for people that play past the story portion. You will have all your alts in one character so it should keep people occupied for a little while at least. I'm not entirely sure how far completing all of the quest content will take you into the skill wheel though. I certainly don't need a quest for every single kill I make in the game, unlike some others.
I think some ideas that may help with mob grinding boredom would be to add some random rare spawns in each camp (ala EQ) that drop loot unique to that mob. Maybe the town zombies have a chance to spawn that rare elite mob whom drops something fairly unique and or higher cash. Not sure why games have gotten away from giving us a reason to kill certain camps of mobs. These mobs don't have to drop the worlds best loot just something specific to that mob. And if they don't want to have rare spawn elite mobs they could at least have certain groups/types of mobs drops something only they can drop. |
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5/25/12 12:19:00 PM#29
Is there actually much content in London, NY, and Tokyo??....I basically did those quests so quickly that all 3 felt like a tutorial before being rushed off to Kingsmouth......My 2 biggest concerns with this game are that it is way too story driven, and there doesn't seem to be very many zones for content....I can easily see beta players tearing through this game in the first month then screaming for more content. |
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5/25/12 12:28:19 PM#30
The people that came to play a story driven game will be gone in a few months. They probably will end up back here, bored and jaded. The people that came to play an mmo in a modern day, dark, 3 faction setting will stay. |
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5/25/12 12:33:34 PM#31
The PvE (Questing) is the best I have played since EQ1. I will be playing this game for the PvE and probably enjoy it until it is done. I think most people not trying to actually play the game and solve the puzzles/riddles themselves wil blow through the game, but that is wthl any game, atleast the game doesn't end once you are at max level. It ends when you solve all the worlds problems! |
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5/25/12 1:07:19 PM#32
Op: you assume its JUST story like swtor. Funcom actually remembered to make a mmo while they did this story stuff.
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6/03/12 4:07:02 PM#33
That problem, with story based content, is only a factor if that is all the game has to offer. Hopefully, that is not the case. All MMORPG's have story based content...it's just that most of the stories suck and are nothing more than filler. The meat is still in the gameplay. If the long-term gameplay sucks, then yes, it would be a problem. The story needs to enhance the gameplay, not replace it. I guess we will have to wait and see. I would hope that, with the game centered around factions, there would be plenty of group, faction related stuff to do later in the game. The game isn't just story based, it is also quest based. I think the deep and complex puzzle solving missions will attract a lot of people. In addition, the game will have faction based PvP. if done well, that alone could keep people around for years.
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6/03/12 4:17:21 PM#34
Even if you can dish out enough content you'll never effectively tie it into a massive multiplayer game. With your guildmates talking in Vent, with people in your group and people around you doing random things as a distraction, who has the time to pay attention to the story.... or care. Yay I'm the 100,000th person that did the very same thing as everyone else, the same thing that had absolutley zero, or almost zero impact in the game world.
Stories belong in single player games. A quality MMO dev team will design a system that lets the players be the story and not waste their time forcing their story on you. |
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6/03/12 4:20:29 PM#35
Depends on how crafty the story is written. |
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6/03/12 4:32:38 PM#36
Originally posted by Lord.Bachus im sorry but once i do a DE once or twice i will most likely never go back and do it again. |
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6/03/12 5:02:54 PM#37
It's not like swtor, there's an actual mmo there as well as story.
Also why aren't people leveling the same thing at gw2 that has personal story just like swtor. Tsw story isn't personal, its a general uncovering of the plot. |
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6/03/12 5:07:13 PM#38
The game has more than 6 regions
3 in new England 2 in egypt 3 in transylvania London New York Seoul Then you have the persistent pvp zone 2nd such zone in development Tokyo training area although that's more of a solo instance Various faction ranking missions with thier own areas. 8 dungeons Raid in development 2 pvp battleground maps |
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6/04/12 3:49:56 PM#39
Originally posted by Sentime I have to disagree with you there. I think it is even more important for a game you could potentially spend years playing, to have a good story. While you may not care about the story, many people want a good story in their MMO. And you can't really say that you don't have "the time to pay attention" to the story. If you don't care about the story, sure, it isn't a high priority for you. For those that like the story those other distractions won't be a factor. As for the problem with having enough story based content going forward, I just saw a video where the designers said that they have been working on the story for 6 years, and only a small fraction of it will be in at launch. I know that having it, and implementing it are two different things, but it is good to know that they have a specific plan for the future. |
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6/04/12 4:04:10 PM#40
Originally posted by Sentime Good luck solving the investigation quests without following the story. On the other hand, being on vent doing an investigation quest together with somebody will be a very good experience with everybody pitching their comment about how to solve the problem. Stories are only redundant if the designers make them redundant, something they haven't done in TSW. If you want to play TSW like any other MMO you can skip the story and or a guide that takes you from A->B, but that is a little like using a guide for an Adventure game. You will just be spoiling it for yourself. Anyway, if you skip the story and just try to get to maxed as fast as possible, the game still has a lot of content at launch. 9 dungeons in normal, elite and nightmare mode, lair mobs and bosses and region bosses. Getting tired of the PvE? Do some PvP in the persistant PvP zone or do a minigame. |
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