More of a Straight Path in GW2 world?
I have to disagree here. A good portion of the game is about exploration, and having the players stick to the beaten path would greatly take away from not only that, but the game as whole. As it stands now, GW2 encourages you to search and wander. If you want to just find the leveling areas, the Scouts are there.
(edited by Locney.9278)
I have to disagree here. A good portion of the game is about exploration, and having the players stick to the beaten path would greatly take away from not only that, but the game as whole. As it stands now, GW2 encourages you to search and wander. If you want to just find the leveling areas, the Scouts are there.
Well yeah your right, I agree with what you said. I also hate when there are games that put invisible walls and all that <— That is kitten awful and really takes out a chunk of the game play in my opinion.
But what I mean is, That when your leveling you keep going along and more far away (and closer to the next zone/area of that level area).
Thanks.
I have to disagree here. A good portion of the game is about exploration, and having the players stick to the beaten path would greatly take away from not only that, but the game as whole. As it stands now, GW2 encourages you to search and wander. If you want to just find the leveling areas, the Scouts are there.
Well yeah your right, I agree with what you said. I also hate when there are games that put invisible walls and all that <— That is kitten awful and really takes out a chunk of the game play in my opinion.
But what I mean is, That when your leveling you keep going along and more far away (and closer to the next zone/area of that level area).
Thanks.
Most areas already do this, if you go into the lower level areas, the highest lvl heart quest will normally be near a portal towards the next zone which is the next lvl. For example, in queensdale the last heart quest is down in the swamp where the portal is that takes you to kessex hills which is the next lvl area.
Kind of the whole point in eliminating quest hubs is that you don’t have to follow a straight line. You’re supposed to go off course, that’s all part of the plan.
Aspiring Brotherhood [PACT]
Fort Aspenwood
Kind of the whole point in eliminating quest hubs is that you don’t have to follow a straight line. You’re supposed to go off course, that’s all part of the plan.
no no, Not a straight line at all, but more organised and clean.
I think the human areas in vanilla WoW had the best designed zones I’ve ever seen in any MMO. The progression from the Northshire Abbey to Goldshire/Elwynn to Westfall (or Redshire) to Darkshire was just brilliant. In particular the build up of the Defias storyline where clues about the Defias plot are slowly revealed by exploring the zones (not just talking to NPCs) and culminating in the Deadmines dungeon was superb. (Now the Horde zones on the other hand, bleah lol)
I would be less interested in greater organization for the GW2 zones and more interested in seeing storylines that focused on the zones. This has already been done well in other MMOs like WoW and CoH. Currently in GW2, we do tasks for Heart NPCs and those are fun as we learn their stories but their stories seem independent of each other or only loosely connected at best. There doesn’t seem to be any overarching, focused story for each zone.
Perhaps that system wouldn’t work as well with GW2 because we’re supposed to run around exploring. Maybe instead of our personal story sending us all over the world, future chapters could go more in depth in the various zones?
We could explore more details about the NPCs and settings even in low level areas like Diessa or Wayfarer Hills. I know I would love to see a personal storyline focused on the Lupikids (Google them )
I have come to the realization from the other post that Knight does that he has played very little and logged very little hours in the game and in turn is making un-educated suggestions about the game when 9 out of 10 times it is either already in the game, or have never done sufficient research into the game to realize the game was designed to allow the player to choose how to play rather than have a forced path.
I think the human areas in vanilla WoW had the best designed zones I’ve ever seen in any MMO. The progression from the Northshire Abbey to Goldshire/Elwynn to Westfall (or Redshire) to Darkshire was just brilliant. In particular the build up of the Defias storyline where clues about the Defias plot are slowly revealed by exploring the zones (not just talking to NPCs) and culminating in the Deadmines dungeon was superb. (Now the Horde zones on the other hand, bleah lol)
I100% think the same thing lol