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12/04/12 12:13:15 PM#61
Originally posted by Gaia_Hunter I still found the PVE content to be quite bountiful. I think neglecting that portion of the game and reducing the entire campaing to nothing more than "introduction" to PVP is really not giving it it's fair due. Release a game with a very large established fanbase from 10+ years of bnet history when the market was still emerging and the casual base had not yet been established, thus ripe for harvesting a momentious self perpetuating playerbase people never leave because they have X hours invested in their characters, and their friends and everyone else plays anyway. Not discounting Blizzard quality... but WoW's success is as much about perfect timing as it is quality, if not more so. - Derros |
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12/04/12 12:15:18 PM#62
Originally posted by EsLafiel 900 hours is 37 days of nonstop play. I would not consider that casual. I'm just pointing this out because you are obviously a hardcore fan for putting in that amount of time. There's nothing wrong with that, it's just that extreme views often blind themselves to others.
Release a game with a very large established fanbase from 10+ years of bnet history when the market was still emerging and the casual base had not yet been established, thus ripe for harvesting a momentious self perpetuating playerbase people never leave because they have X hours invested in their characters, and their friends and everyone else plays anyway. Not discounting Blizzard quality... but WoW's success is as much about perfect timing as it is quality, if not more so. - Derros |
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12/04/12 1:05:56 PM#63
the game is like 3 month old and people keep asking for this or that and this and that and why there is no blabla and why they dont add this they're adding contents every month , fixing bugs, making patchs frequently etcetc for the price of the game box name me a game with monthly fee that gives what gw2 gives to the OP thank you for the link , i cant wait for the W vs W update
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12/04/12 1:21:25 PM#64
The server transfer problem with RvRvR should be addressed. Also, I would buy cosmetic items if I could skin them over armour and not just have town clothes.
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12/04/12 1:30:42 PM#65
Originally posted by Tonin109 I believe Rift does but thats about it.
Without a monthly fee could possibly be a better question IMO. http://www.youtube.com/watch?v=ns-IIn-DG-c Try to argue this please. Oh also if you quote me and it's to argue my point, if I don't respond it means I haven't been corrected by you and/or I haven't seen it. Remember I don't mind admitting I am in the wrong. Take care :D |
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12/04/12 1:44:30 PM#66
Originally posted by Gaia_Hunter I don't think physics have anything to do with map size. The physics you describe are nothing but raycasts which do something with the first hit target. That's not phyiscs, tho. Maps in FPS are usually that small, because a) it takes a lot of time to design a map for large amounts of players (see why we got 3 copies of the same map in WvW) even longer when considering objective-based play, b) it takes much more time to debug big maps. I need to get back on topic. Since ANet is really slow with fixing major bugs like the culling issues and other bugs plague current content, I'd be more happy if ANet could use more resources on fixing existing content than pushing out more. I know, I know, you don't need a programmer to fix content, but there are still bugs which plague the respective side for each dev. Since I already posted what I feel this game is lacking the most, I won't paste the same thing again. The bottom line is: I am happy that ANet continuous to improve the game, however sometimes I feel like they don't know what they aimed for at release (anyone remember the very bad, even horrific real people trailer that invoked a "this game is special" vibe...somehow) and how they want to achieve that, and at the same time need to improve their ways of setting priorities. For example, I don't need a new pvp tournament I can pay for. What I need first is proper matchmaking and leagues including leaderboards, so players don't get stomped by far better players on a regular basis. Or in PvE terms, they need to stop invalidating (read: make obsolete) old content asap, so not everyone runs the most rewarding dungeon (FotM) all the time. Make all content equally rewarding, but offer unique skins in different areas of the game. Then people will spread over across all Tyria and there won't ever form social hubs, while the rest of the areas feel deserted. But that's just how I feel about this game. |
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12/04/12 4:09:39 PM#67
Originally posted by grimal I don't really get the point. GW2 is a massivr game with much breadth and depth. You really need to play the game for a fair number of hours to really start to grasp how much the game does offer. People who follow the "new normal" of MMO play, where they buy a new title, play it for 10-40 hours before writing it off an moving on would be completely missing out if they applied that routine to GW2. That people have played several hundred hours and still haven't seen the entire game still aren't bored and are still having a blast has to tell people something positive about the game. For casuals, several hundred hours could fill a year or more of regular play and you certainly can not beat the value of that for a game you buy once and never pay a subscription fee for! Want to know more about GW2 and why there is so much buzz? Start here: Guild Wars 2 Mass Info for the Uninitiated |
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12/04/12 4:12:47 PM#68
There goes the claims that you need a sub for an mmo out the window!
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12/04/12 4:17:59 PM#69
Originally posted by grimal The pve in Prophecies, and to a lesser extent Factions, was really good. I almost never did pvp in GW until FA, JQ and Alliance battles. But it's pretty clear that the whole reason pve existed in those games was to teach you pvp and countering. Each area and mission was designed to pit you against certain types of foes and builds. You learned how to counter hexes, conditions, etc. and the need for shutdown and support to defeat an opponent. Very rarely in later parts of the game could you purely tank-n-spank. You had to counter. The pve was awesome though. The story was even a lot more cool than GW2 for me. GW2 is still my favorite game because it has so much of what I wanted from GW. I miss a few of my favorite things (such as heroes), but overall it's a great game. GW didn't have much to it when Prophecies was first released. Most of what makes it so awesome now is what they added over time. I see the same thing happening with GW2. |
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12/04/12 6:24:07 PM#70
I gotta hand it to them. They know how to get players. Period. |
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12/04/12 11:28:17 PM#71
Originally posted by grimal Not a fanboy through, I hated gw1 stop it in less then 2weeks of gameplay.ArenaNet did not like much and still not on my fav list of devs. Their is multy things that they done that piss me off and other things that I believe should have been done before launch even. Also their is systems in the game that is no where near to my liking. I'm the type that spends 2 weeks on a mmo and then get bored as hell of it, because of it over last 6 years play more mmos then I can remember. However with all of it faults, I still like gw2 weirdly. I dont understand why I like it so much, only got it on a off chance that it be fun was not expacting much at all. Also I see tons of problems and flaws in it, however so far never had have as much fun as ive had in this mmo in any other game. It keeps me comming back, I love the dgns,, beating them 2 men with dub is fun as hell. Fractals are awesome, I love the jps,, I love finding things on map thats not mark. Like this gaint tower in caldron forest, from the top of it ya can see entire map, it not mark and hard to find and then hard to figout how to get to top. Their nothing their but it epic being ontop of it. It like my own little spot. I want the 29 mini games spread in all the major cities to be put in already, among other things.
In the end it got a long ass way to go, however I feel great playing it and watching it change.
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12/05/12 3:44:04 PM#72
Originally posted by Volgore While bug fixes are important, the fact of the matter is that content production has absolutely nothing to do with fixing bugs. There are different teams that do different things at a large company like ArenaNet. Everyone does not sit idle while a team fixes bugs. The bugs are fixed WHILE other content is being developed for the game. If they focused on fixing the bugs "first" then all that would mean is that there are teams of people doing absolutely nothing at the company. The pace that bugs are fixed won't change based on the rate at which content is produced. Bug fixes are ongoing and are not actually impacted by the pace of new content. |
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12/06/12 6:02:07 AM#73
Originally posted by CelciusOriginally posted by Volgore It depends on the bug. If the bug is somewhere in the codebase then sure, the pace of new content is not affected by bugfixing. However if the bug is somewhere within a single DE, then that DE is bugged and needs to be fixed by a content designer. They are the ones who use their inhouse tool Duo (I think it was called like that) for scripting purposes. Fixing DE bugs should at least take away some resources from the content design team. |
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12/06/12 1:05:18 PM#74
Originally posted by IPolygon If there is a bug it has to first be confirmed by QA and reproduced. If there is trouble reproducing a bug then it will not reach the one or two guys who actually deal with that area of the code. You and me don't know how their code work, one DE having a bug could actually be a much larger issue and something that is indirectly connected to it. (Not in game, but in the code) These kinds of issues are harder to reproduce as the QA team has to reproduce it by touching on other areas of the system, which can and will take time. So it takes longer to reproduce the bug, thus it takes longer to get fixed. Content designers dont fix bugs. Content designers...create content. Alot of those guys don't even do the coding. Chances are that they have a system in place already to lay out most new content and most of the coding is already done through some kind of in house tool that helps them to design it. (As in, the coders made this tool so that people not familiar with coding can learn this program to produce content for the game) |
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12/07/12 11:40:53 AM#75
Originally posted by CelciusOriginally posted by IPolygon Yeah, that's mostly what I said. Content designers usually script game content. They should know how their content works, so they are the first issued to solve the problem, if it is only related to the script itself. |
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12/07/12 11:51:26 AM#76
Originally posted by IPolygon Content designers are not the guys who actually code the content or script anything. The tools are made so that people WITHOUT prior coding knowledge can design new content. The guys who created the tools are the ones responsible for fixing the bugs with them. That is all they do. These guys are not affected by the pace or prioritization of content development on the rest of the game. Only a couple of guys are going to be responsible for dealing with the code for large parts of the game. Anyone who has done any coding knows that if you throw too many coders at any piece of coding language (ie: more then 2-3) that it is just a disaster waiting to happen. |
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12/07/12 12:02:57 PM#77
Originally posted by Celcius My wife is a scientific programmer and she always says, 'The last bug will be fixed when the last user is dead.' There will always be some bugs, it is hard to deal with them all. |
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12/07/12 12:13:02 PM#78
Originally posted by botrytis nice quote EQNext press http://EQ3Wire.com EQ2: Freeport server |
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12/07/12 1:25:46 PM#79
Originally posted by botrytis Lol, nice. Yeah thats good stuff. |
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12/09/12 11:18:02 PM#80
Originally posted by Zeus.CM I'm itching to see Woodland Cascades, Deldrimor Front, or the Crystal Desert. It could be new zones, it could be more dungeons, more story - either way, it's exciting! |
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