Guilds-Need more serious things?
World events mainly temple events. Guild spvp is fun too kill the commanders is a fun way to get back at your guild leadership hehe. Bounty is all about the scouting there is a lot of work put into this if your running T3 the lower tear its not as much needed. We have ran Challenge but we are such a large guild that it was easy but with a small one i can see that one getting very intense.
As a guild we have meanting once every week some times every 2 weeks but we still try to chat and work out what the players want. They do get heated hehe.
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA
The nature of the shallow combat mechanics, lack of role definition, and lack of trinity basically mean that the content you have now, zerging, facerolling, no coordination, etc..is what you should expect for the game’s entire lifespan. The game inherently lacks the depth needed to design more engaging gameplay. The game is designed around every class being able to do anything in combat to some degree and change up constantly, which homogenizes any sense of individual efficacy in a group. The depth you’re looking for is just simply not to be found in this game because of casual-geared design decisions.
On the other hand, Wildstar online seems to be pitching a lot of what GW2 has to offer like Dynamic Events, Jump Puzzles, Exploration, Fast-paced and action oriented combat (with trinity mechanics so you know it won’t be shallow and anti-social). They’re also going to have WarPlots which are like PvP arenas that can be invaded and built up or fortified by guilds in various different ways. It seems like Wildstar is going to deliver on a lot more deep and engaging gameplay because with trinity mechanics, they have the ability to structure the content in a more challenging and deep way than GW2.
That a very poor way of looking at this game and responding to this post. All games and mmorpgs are moving away from role definition and the trinity even games like Wildstar are not going to have these. If you cant deal with making your own chose your going to get no where in any type of stand box game Wildstar is going to be a lot like this.
And that how it is and how it will be you and only you as a player must chose how you play a class its no longer handed to you a roll that you play base off that class. If you chose to play like a zerg then you will play like a zerg if you chose to play like a tank you will play like a tank if you chose to play like any thing then you will play like that and every bit of consequent of choosing to play as deeply or as shallowly will effect you and NOTHING will shield you from your own chose. The thing is when a class has a build in roll you are shielded from having to think about how your going to build you can build badly and still heal dmg or tank but once that roll is removed how you build IS important more so then any thing you will find in a trinity system. So stop hiding from what to come and be ready to think for once about how YOU and only you want to play a game.
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA
The nature of the shallow combat mechanics, lack of role definition, and lack of trinity basically mean that the content you have now, zerging, facerolling, no coordination, etc..is what you should expect for the game’s entire lifespan. The game inherently lacks the depth needed to design more engaging gameplay. The game is designed around every class being able to do anything in combat to some degree and change up constantly, which homogenizes any sense of individual efficacy in a group. The depth you’re looking for is just simply not to be found in this game because of casual-geared design decisions.
On the other hand, Wildstar online seems to be pitching a lot of what GW2 has to offer like Dynamic Events, Jump Puzzles, Exploration, Fast-paced and action oriented combat (with trinity mechanics so you know it won’t be shallow and anti-social). They’re also going to have WarPlots which are like PvP arenas that can be invaded and built up or fortified by guilds in various different ways. It seems like Wildstar is going to deliver on a lot more deep and engaging gameplay because with trinity mechanics, they have the ability to structure the content in a more challenging and deep way than GW2.
What GW2 is lacking (in my opinion) is boss encounters that works well with it’s current combat system. The holy trinity is not the solution. The trinity never really had any depth. A tank, healer and dps. The boss mechanics in those games were never interesting, because all that happened was you made sure the tank was taking the damage while you mashed your combo as a dps (the one or two viable combos made up of around 5-6 skills, while your other 20 skills were useless), and the healer stared at party member’s health pools healing.