Q:
I’m constantly seeing all those angry posts about how AN lied to it’s players. And I’m wondering how is that possible that I heard something totally opposite before release! I was absolutely sure that the game is going to have progression. And it’s going to be different in that regard from guild wars 1. And I was certain of that long before the release! I really was! I remember reading that they decided to strictly separate PvP from PvE so that they could do that. And that WvW was to be the place to use everything you have gained in PvE.
What is the truth?!
Edit: some quotes that people understood as claims of no gear progression.
http://wiki.guildwars2.com/wiki/Guild_Wars_2_Design_Manifesto
Because, like Guild Wars before it, GW2 doesn’t fall into the traps of traditional MMORPGs. It doesn’t suck your life away and force you onto a grinding treadmill; it doesn’t make you spend hours preparing to have fun rather than just having fun; and of course, it doesn’t have a monthly fee.
It all gets back to our basic design philosophy. Our games aren’t about preparing to have fun, or about grinding for a future fun reward.
Does that say that there is never going to be any gear or other progression in the game?
http://venturebeat.com/2012/05/21/guild-wars-2-interview-monetization/#s:guildwars2-16
Here’s what we believe: If someone wants to play for a thousand hours to get an item that is so rare that other players can’t realistically acquire it, that rare item should be differentiated by its visual appearance and rarity alone, not by being more powerful than everything else in the game. Otherwise, your MMO becomes all about grinding to get the best gear. We don’t make grindy games — we leave the grind to other MMOs.
So that’s why your getting Minis for things like The Gauntlet… And that’s why Legendary weapons doesn’t have better stats. That’s how I understood that when they originally posted it.
And here he goes backwards on the previous quote:
http://www.reddit.com/r/Guildwars2/comments/13tuac/im_the_studio_design_director_on_guild_wars_2_ama/c77csxmHow is introducing VP[Vertical Progression] respecting the player? Because it’s fun to be challenged and rewarded. Because it’s fun to have the character you play grow and evolve over time. Because ArenaNet (sort of) held a hard line against all VP with GW1 — no VP ever, year after year — and it wasn’t that fun. It was stagnant.
We use purely cosmetic rewards for things that would be outside the reach of typical players. I have an oft-quoted line about that: “If someone wants to play for a thousand hours to get an item that is so rare that other players can’t realistically acquire it, that rare item should be differentiated by its visual appearance and rarity alone, not by being more powerful than everything else in the game.”
Since you’re describing yourself as an average player and asking about average players, it shouldn’t be out-of-bounds for us to give you something new in the game that’s more meaningful to your character than a purely cosmetic change.
That’s more like explanation. And it says what I was originally thinking.
Pre-release Q&A with AN. A lot about their design choices.
A lot about that their philosophy. There is nothing about removing gear progression. But they’ve stated that getting the best gear shouldn’t be locked behind difficult content (like raids).
http://wiki.guildwars2.com/index.php?title=Is_it_fun
The rarest items in the game are not more powerful than other items, so you don’t need them to be the best. The rarest items have unique looks to help your character feel that sense of accomplishment, but it’s not required to play the game. We don’t need to make mandatory gear treadmills, we make all of it optional, so those who find it fun to chase this prestigious gear can do so, but those who don’t are just as powerful and get to have fun too.
Rarest items in the game are Legendary Weapons.
the concept of progression rewards with a shallow curve bridging other rewards was(designed before launch)
Post Launch.
(edited by HiddenNick.7206)