Biggest Strength: No Killstealing
This is one thing Guild Wars 2 does right. If everyone is fighting the same enemy they all get their own chance at loot as if they were soloing it.
This gameplay mechanic is one of the sole reasons why I can’t play any other MMO out there. When I am out in the world I can help out other players or hit the same mobs and not anger that player. In other MMOs it feels very lonely in their PvE worlds even though you see people waiting around their “spot” to kill the same mob over and over again.
Great job on this decision Anet. Here comes a list of things you did wrong by other posts from haters.
Agreed.
This is an area that the Gw2 devs did very-very right, and have not back-tracked on. +1
by level 80 should have the best statistical loot in the game.
We want everyone on an equal power base.”
This game has done a very good job of deterring griefing. Yes, there’s still many ways to grief but compared to elsewhere, it’s made the game very friendly relative to many other online games.
for there you have been and there you will long to return.
In general the game has a heavy “help each other” philosophy to the point whenever a player goes down nearby, it’s almost instinctual to run up be a hero and save them. Which never really has been broken.
ANet did a lot of things right in the initial release of the game. I think most players still playing the game and posting on the forums would agree to that.
I’ll add that the instanced nodes also are a big contributor to the friendly community feel out here.
You do realize this isn’t anything new.
Yah there is one tweak I wish they would add though. The tagging system lends itself to copious AOE to maximize profits in events. Say you backstab a single enemy for 8k or w/e. The guy next to you clusterbombs for the same. One player gets more drops. Why?
That strength is also easily exploitable. Why bother trying to kill a mob when you can barely do any damage at all and still get credit. This allows you to show up at the last second and get rewarded as if you were there the entire time.
With mobs having a cap on scaling, it’s possible for a mob to payout more than what it’s scaled for. Take a zerg and a pack of regular mobs for example. If everyone in the zerg just spams AoE, a lot people will get loot and no effort will be required. Do the same pack of mobs solo and it’ll take a bit of effort, take much longer to kill and yet you’ll get the exact same loot. Risk vs reward is broken. The more people you add, the easier it gets, the faster you get loot.
Either every single mob needs to have uncapped scaling, or loot needs to be capped at what the mob was intended for. The way it currently is may make it simple to the individual player, but it punishes solo play.
Honestly I think a better solution would be that the best loot should come from dynamic events being completed rather then the mobs that randomly spawn in then.
Think of how many times we “exploited” event chains to get more champs to spawn then proceeded to let it fail. Shouldn’t the best reward come from what you recieve for completing the event? Especially if it’s a difficult encounter.
They need to remove KSing in PvP by awarding the kill to the player that caused most damage rather than last hit. And the finisher should get no credit. Not hard to press F.
No killsteal, no node ninja, no sense that other players are unwelcome and deposit collectibles were all welcome features in GW2. However, the “everyone can tag the same mob for loot chance” feature does have a downside that I never see anyone discuss but me.
This feature includes the potential for exponentially more drops in the game. In order to maintain the rarity of certain items, the RNG for those items has to be based on the number of players getting drops. Many people complain about the RNG in this game, but I’m not sure they understand that this feature is part of the issue.
This is one thing Guild Wars 2 does right. If everyone is fighting the same enemy they all get their own chance at loot as if they were soloing it.
This gameplay mechanic is one of the sole reasons why I can’t play any other MMO out there. When I am out in the world I can help out other players or hit the same mobs and not anger that player. In other MMOs it feels very lonely in their PvE worlds even though you see people waiting around their “spot” to kill the same mob over and over again.
Great job on this decision Anet. Here comes a list of things you did wrong by other posts from haters.
Zergs.
I wouldn’t call it the biggest strength, but definitely a very nice feature that future games should consider.
Individualized loot was one of the features that piqued my interest in GW2. I’ve played MMOs before where literally every other player is your enemy because they steal kills, steal loot, steal resources, and fight you every step of the way.
That strength is also easily exploitable.
…
Take a zerg and a pack of regular mobs for example. If everyone in the zerg just spams AoE, a lot people will get loot and no effort will be required. Do the same pack of mobs solo and it’ll take a bit of effort, take much longer to kill and yet you’ll get the exact same loot. Risk vs reward is broken. The more people you add, the easier it gets, the faster you get loot.