nvm, mod edited and moved ~ done with GW2 forums.
Add slot machine loot.
Rename to “Diablo 3”.
That’s all the game needs (especially #1). It is exactly the same as Diablo, but in a persistent world. Exactly the same. Well Diablo is a popular format, it’s just the game was sold as the sequel to Build Wars, the "M"MO for discerning players. It’s like if Eve Online 2 would be Wing Commander.
So just stop trying to cater to the GW1 crowd, announce the game stands on its own two feet, and add tons of loot. Loot keeps people playing, and spamfest gameplay is par for the course for a Diablo title.
Done.
So you see this as a Diablo-ish clone..?
Hmmmmmmmm
ok, I wrote something up for TSW a while back.. though it was “focused” on TSW ~ the spamfest combat is still kinda the same in GW2.
I’ll quote it below, and would like to get your opinion on the “theory” of my writeup (if you’re interested)
The real problem with TSW is the combat.. yes.. we’re back to that again, but just hear me out.
Look at dungeons in todays games.. how many types are there?… countless right?
Meh, not so much.
**There are 2 main types of dungeons.. “Progression and Grind”.
What’s the difference?
Progression is more commonly found in Console games via::
1. Legend of Zelda
2. Bioshock
3. God of War.
These are “Dungeons/Zones” that you’ll generally spend the majority of your time *(hours at a time) exploring them, looking for secrets and.. mainly, “backtracking” to older areas to find tools/items that let you progress further into the dungeon via story mechanics.
Then you have Grind, now please note this is NOT a negative word and only used to convey it’s general purpose ~ They are more common with MMO’s and Dungeon Crawlers via::
1. Diablo
2. World of Warcraft
3. TSW
**Even some console games like Castlevania 2, Simons Quest.
Grind Dungeons are for the most part are pretty “short” in duration.. and designed for you to run through them, spamming your spells and killing kitten.. and I mean LOTS of kitten! ~ all in an effort to collect “statistically superior loot” ~ again and again, you’ll be coming back to that dungeon to kill kitten till you get that uber piece of gear or that “quota” filled via typical NPC quest.
The real difference however, is what mechanics they facilitate in your game…
IE:
Progression = Slow paced + Story Driven.
Grind = Fast paced + Loot Driven.
Now I could spend hours talking about this, but for the sake of sanity and reading comprehension.. I’ll “try” to keep this short.
~~~~
The Secret World is designed as a progression based MMO via single player game mechs *(IE: Story driven w/atmosphere, puzzles, ect)
However, they included a combat system in the game that was designed to let players “rip through content”. *(IE: They’re using spam combat, w/o limitations ~ as if we were playing your standard Diablo clone with a different camera angle).
This speeds up player progression and promotes a “run and gun” game play to both the normal quests AND dungeons.
Which again, is NOT what the secret world was being designed around. *(Story / Atmosphere / puzzles / ect).
Using this combat mechanic means.. that players don’t have to take their time.. they aren’t “counting each shot” *(unlimited ammo) and more importantly, they’re getting bored at the lack of content… why?… because Funcom used the wrong combat system which in turn, made the rest of the game feel “tacked on” or lackluster.
~~~~
TL;DR
Sure you can also point to the “immersion breaking” chat via spoilers.. or the floaty animations… but at the end of the day, can you really say that you prefer TSW with it’s “Grind-based” combat design.. *(speed/loot) ~ instead of what it should’ve had *(Progression)?
A consolidation of the suggestions I’ve made to date:
“We just don’t want players to grind in GW2” – C. Johanson
“The most important thing in any game should be the player” – R. Soesbee
A consolidation of the suggestions I’ve made to date:
Hmm, interesting.. when I get home, I’ll check’em out ~
On a more personal note.. “Software Architect”?
#PM me if you don’t wanna post your reply here.
YES this game is very single playerish, there are no real challenging parts that require good group cohesion as most dungeons are easily pugable. There are zergs but those just seem like one man in what might as well be a npc army.
YES this game is very single playerish, there are no real challenging parts that require good group cohesion as most dungeons are easily pugable. There are zergs but those just seem like one man in what might as well be a npc army.
Which begs the question… what would YOU like to see changed ta “fix” this?
Hmm, interesting.. when I get home, I’ll check’em out ~
On a more personal note.. “Software Architect”?
#PM me if you don’t wanna post your reply here.
Yes, MS stack right now with a strong history and focus on web architecture / web development; lately though, a buddy of mine has me toying w/ Ruby, so the next side project I pick up may very well be RoR.
“We just don’t want players to grind in GW2” – C. Johanson
“The most important thing in any game should be the player” – R. Soesbee
YES this game is very single playerish, there are no real challenging parts that require good group cohesion as most dungeons are easily pugable. There are zergs but those just seem like one man in what might as well be a npc army.
Which begs the question… what would YOU like to see changed ta “fix” this?
I would love to see raids, and mechanically sound 5 man bosses that require talking and team discussion about mechanics. Right now they are easy or very zergable if they are a slight bit hard.
ok ok, you want to get your points across right alex?
Well one word springs to mind,
“concise”
Maybe I’m just REALLY tired, but I just can’t read your posts because you’re getting to these ideas in such roundabout and painfully detailed ways
could you possibly offer up a concise list of no more than say 5 important aspects you’d love changed? with maybe a sentence or two on why?
I just feel that would be less of an eyesore and easier to digest. Believe me I end up being wordy myself at times but while no one is claiming this “aint broke”
you have to remember you’ve to make a concise case, as well as a strong one
And yes, sorry Alice kinda nailed it as well with the c9 video, hitstun does not a good combat style make.
As for the single player-ish feeling, if we make everything about coordination between 5 people, all we do is punish those that don’t have the time to make dedicated groups, theorycraft the heck outta things for maximum effectiveness and then all get free on the night, players are sick of having to logistically organise this garbage, they just don’t want it anymore.
The boss fight mechanics, usually revolve around the same rubbish anyways, and I reckon the idea was that if the trash is as hard and dps unfriendly as they are, the boss shouldn’t be some insane test of skill nerve and coordination by comparison.
(edited by Hellkaiser.6025)