I want to get into this game but can't
I miss oldschool mmorpg’s where there was a sense of awe, dread, danger and adventure. UO, EQ and FF11 for instance… You had to prepare and plan for your journey and failure actually had an impact; such as experience loss or losing valuable equipment. On top of which you’d have corpse runs or be sent back a fair distance.
You miss the days when you found a challenge in an activity that was new to you. Now, after playing MMOs for 15 years you find them to be easy. Is this really a surprise to you? A game that’s going to challenge a 15-year MMO veteran is not going to appeal to the up and coming generation of players. I suggest you try Mythic raiding in WoW. That seems to be more like what you crave. Also, corpse runs are not fun. They’re tedious and boring. If you have so much time on your hands that you actually enjoy a leisurely stroll back to your corpse, then I suspect that you haven’t been using it wisely.
I guess WoW has ruined this generation of mmorpg’s given it’s population numbers and that it caters primary to the ADHD era of gaming that caters to the hyper casual audience and hands you everything on a silver platter without consequence or effort.
MMOs haven’t changed that much; you have. I don’t know why you’re expecting for a video game to make you work for stuff instead of handing “you everything on a silver platter without consequence or effort.” It’s just a game. If you want to participate in a system that meaningfully rewards hard work then get a job and excel at that. Since you’re so quick to insult the newer gamers, let me add some perspective. As an older gamer, I see a generation of spoiled kids whose copious free time left them under the delusion that games give meaningful rewards for “hard work.”
I guess there are no alternate servers or private servers that cater to a more hardcore audience? At least with non-mmorpg’s you can always find mods to boost immersion or challenge… with mmo’s your at the whim of the developers who seem to do everything possible to lure and keep the most casual or simple gamers playing.
That’s how the real world tends to work. Those who devote their time to activities that are productive in real-life tend to have more money to spend than those who invest all their time into a game. I’m surprised that you’re actually disparaging the casual player who is essentially funding your gaming habit.
Turn off UI.
You notice more of the beauty. It isn’t immediately obvious where enemies are since you can’t see their names, and no visible skillbar makes combat require a little more skill / timing / forethought. No minimap also makes exploring require you recognising where you are instead of flicking your eyes down to the bottom right of the screen every few seconds.
I did this with my latest run through the game and was amazed at how much more I actually noticed, and the combat was quite fun this way, though obviously has it’s downsides.
I largely agree with your post though. Too much of the world has too many waypoints for starters. I don’t know how I’d feel about having to do a corpse run though…less waypoints would be nice, which they have begun to achieve with The Silverwastes map.
This seems a repeat of your previous post in another thread. Remember, you can just post in an existing thread, rather than say the same thing in one you created. =)
It is nice that you didn’t quit as you said you would in the other thread. Some of the higher level maps can be more challenging, as can some of the other content offered. And…there is always PvP (sPvP or WvW).
Best of luck, and happy adventuring!
You make some good points, but a couple things to note… Older MMORPG’s were much more difficult, relentless and brutal then the ones of today… Yes I am better at these types of games then I was back then but the older games did no hand holding, offered little direction and were extremely unforgiving… Do I want to go back to that? Not exactly… I consider myself a balanced gamer, neither on the uber casual side or uber hardcore side… But it would be nice to see a game like Guild Wars 2 offer a more balanced approach… You can’t please everybody, but mmorpg’s are far too leaned to appeasing a niche of players who are essentially horrible at games and don’t like thinking or being challenged… They reserve challenge only for high level raids and pvp contained often in closed arenas… the rest of the content becomes trivial and mundane.
I’m not looking to go back to un-geared corpse runs, losing all your gear and a huge chunk of experience when I die against harsh odds.. But it would be nice to feel some sense of danger when exploring the world and have an actual reason to avoid death and failure… and steer clear of dangerous regions until I am confident and strong enough. I’m also bored of the “follow a line to point A on your map” for any quest, destination and events to area’s you’ve not even visited yet… No exploration, research or even paying attention is required to progress at any tier.
Sure there are games like Darkfall Unholy Wars, but that’s on the opposite end of the spectrum… My main point is I’d be a lot more interested in Guild Wars 2 if they tried a more balanced approach throughout more areas of the game…
I agree with the OP and disagree with some of the replies. Old rpg games certainly did not hold your hand as they do today. I suggest go and play Morrowind where you actually have to talk to NPCs to see if they have anything (no icons above the head), remember their name and where they are (so you can find them later if need be), and follow their (sometimes) vague directions (because there were no map markers telling you exactly where to be).
I miss that as well.
Corps runs are not fun? They are tedious and boring? Of course they are. That’s the point. It’s a consequence for failing/dying. It’s meant to be unpleasant for the player so the player avoids it.
MMOs haven’t change much? Um, yeah they change considerably. RPGs even more so.
You’re in the wrong game if you are looking for PvE challenge, and I wouldn’t hold my breath that it will ever change. The entire game is designed from the ground up to be easily approached and consumed by the casual player. Even larger undertakings like a legendary weapon are nothing more than time consuming grinds of easy content.
Your best bet for difficulty in GW2 is going to be the pvp scene. If that’s not your thing, I doubt you’ll find what you want here.
NA tPvP – Elementalist – Thief
I enjoy pve and pvp equally… But I’m looking for a challenging and immersive pve experience that few, if any MMORPG’s these days can provide.
I heard ESO is pretty bad game; not sure if that’s changed from launch.
Dark Falls Unholy Wars seems to be more geared for a hardcore PVP experience.
FF14 and Rift are just another WoW clone.
Since the start Devs have been working hard to remove all forms of difficulty as players used to say this game was too hard, too many hidden features and skill factors, too many little “abusive bugs” that was letting players cast skills while they channeled others and so forth…
What may have started as an age rating for 17+ has now been dumbed down into a 5yrs and older game.
….. And Elementalist.
Corps runs are not fun? They are tedious and boring? Of course they are. That’s the point. It’s a consequence for failing/dying. It’s meant to be unpleasant for the player so the player avoids it.
I have trouble understanding a design feature that is intended to make the player experience more unpleasant. Like you said, the player avoids it. As in, the player avoids logging on altogether and finds a game that doesn’t put them in a penalty box for five minutes because they happened to take a risk. The point of a game is to be an escape from reality with limited consequences. Being forced back to a waypoint is consequence enough. What exactly is forcing a tedious walk back to the corpse going to add to the experience?
MMOs haven’t change much? Um, yeah they change considerably. RPGs even more so.
Morrowind wasn’t a MMO. I see this argument about how MMOs are being dumbed down all the time, but I have trouble taking it seriously. This video puts this notion into perspective: https://www.youtube.com/watch?v=RDP3T3j2vOc
The same reasons why games like Dark Souls are a hit. It encourages you to become better, to be more skilled at the game, play your character better and strengthen your character… It makes those feats actually matter in a game that has “some” level of punishment for death and failure alongside challenging content… Accomplishing challenging circumstances is more rewarding then steam rolling through a streamlined theme park where failure has no penalty. Most game’s now adays have difficulty settings or mods… but MMORPG’s you are locked into the developers vision… and it seems most mmorpg developers these days are way too eager to cater to the lowest skilled gamers.
The same reasons why games like Dark Souls are a hit. It encourages you to become better, to be more skilled at the game, play your character better and strengthen your character… It makes those feats actually matter in a game that has “some” level of punishment for death and failure alongside challenging content…
I haven’t played Dark Souls, but I know enough about it to point out that it’s a single player game. No one is every going to train a bunch of mobs into your fight and then stealth just for the lulz of watching you walk back to your corpse. Early MMOs enabled that sort of thing, but they learned their lessons.
Accomplishing challenging circumstances is more rewarding then steam rolling through a streamlined theme park where failure has no penalty.
This is purely subjective. Many players just want to steam roll a streamlined theme park with no penalties at the end of the day when the rest of their day has been filled with substantial challenges where failure has dire real-world consequences. I suspect that most players want this, or MMOs wouldn’t uniformly be heading that direction. Wild Star ostensibly started out catering to players like you, but they were quickly disabused of the notion that their business model would prove profitable. They’ve now chosen to move in another direction.
Most game’s now adays have difficulty settings or mods… but MMORPG’s you are locked into the developers vision… and it seems most mmorpg developers these days are way too eager to cater to the lowest skilled gamers.
That’s because MMOs are shared worlds. For that reason difficulty settings are restricted to instanced content. In GW2 the difficulty is in the fractals. In WoW you have Mythic raiding. A shared world locks everyone into the same vision. I would even argue that the vision is not the developer’s, but the marketer’s. Furthermore, I’m pretty confident that the marketer’s vision is based on player feedback and analytics. Game designers have always catered to the lowest skilled players. If you didn’t realize this when you were younger it’s because you weren’t as skilled back then.
I haven’t played Dark Souls, but I know enough about it to point out that it’s a single player game. No one is every going to train a bunch of mobs into your fight and then stealth just for the lulz of watching you walk back to your corpse. Early MMOs enabled that sort of thing, but they learned their lessons.
Actually, Dark souls was multiplayer. You could play alone, but if you wanted to do certain things you had to open yourself up to the possibility of invasions by other players. During this, well the world was your playground to get the invaded player killed. I even once kicked a guy off a ladder they had just climbed; fell to his death. XD
Anyway, since once you died you were disconnected from multiplayer until you re-enabled it, there was no real griefing.
Sorry this was off topic, but I felt I had to explain that Dark Souls is a Multiplayer Game (4 players max per instance). Now continue on this thread that I even remember what it was about….good day…
Turn off UI.
You notice more of the beauty. It isn’t immediately obvious where enemies are since you can’t see their names, and no visible skillbar makes combat require a little more skill / timing / forethought. No minimap also makes exploring require you recognising where you are instead of flicking your eyes down to the bottom right of the screen every few seconds.
This if you really want hard content. Do solo/duo runs of high lvl fractals, and you will realize this game is not as easy as you think it is. People keep saying solo runs are easy, but actually how many percentage of the playerbase that’s able to do it.
losing valuable equipment when you die? do you honestly want this? from my experience, many of my mmo friends quit a game just because they fail to upgrade an item and end up destroying their precious item (that kitten mmo called ragnarok online). Trust me it’s not as fun as you think.
Since the start Devs have been working hard to remove all forms of difficulty as players used to say this game was too hard, too many hidden features and skill factors, too many little “abusive bugs” that was letting players cast skills while they channeled others and so forth…
What may have started as an age rating for 17+ has now been dumbed down into a 5yrs and older game.
agreed, this game quickly devolved into a pg minus fortnightly web comic.. there is very little chance of seeing immersive or intricate content at this point.. try playing through achievements or grind gold for whatever items grab your attention
I heard ESO is pretty bad game; not sure if that’s changed from launch.
The Elder Scrolls Online has never been a bad game.
(edited by Torvic.8256)
I miss the days when I wasn’t 20 years inveterate to driving a car. Back in the day, I had to grip the wheel until my knuckles were white, and it took me two years to get brave enough to drive more than about 40mph at night.
Anet, roll back time and make MMO’s and driving new to me again.
Yeah Anet roll back time to this saturday so i can eat that good cake i made again.
It took me two days with a full party to beat some of the new LS Achievements. Thats pretty hard to me. =/
“What Part Of Living Says You Gotta Die?
I Plan On Burnin Through Another 9 Lives”
I have trouble understanding a design feature that is intended to make the player experience more unpleasant. Like you said, the player avoids it. As in, the player avoids logging on altogether and finds a game that doesn’t put them in a penalty box for five minutes because they happened to take a risk. The point of a game is to be an escape from reality with limited consequences. Being forced back to a waypoint is consequence enough. What exactly is forcing a tedious walk back to the corpse going to add to the experience?
- Important part of enjoying a game is the feeling of competence. You’re right that if the game constantly sends you the signal that you’re incompetent, then the player will quit playing the game. On the other side if everything you do is outside the realm of competence, then playing the game feels pointless. Good example of the latter is grinding: do this easy action thousand times and you’ll be rewarded. The reward is given for simply playing the game, not for learning new skills.
Rather than sticking to one style of game, play a broader base.
GW2 is like a holiday from other games I’ve played lately.
For pvp type gaming, I’ve been playing war thunder. Playing a shooter in 3 dimensions is far trickier than it seems. MMO pvp has never appealed to me so I rarely play spvp although i do play wvw sometimes, but the poor state of GW2 wvw demoralised me and demotivated my from playing it much.
For challenging strategy my brother got me in Men of War. One of the first truly cooperative RTS games I’ve really played. Definitely far more challenging.
After playing games like these, GW2 is sort of like a walk along the beach.
Before we get deeper into the Dark Souls comparison, we need to understand that the game was designed, advertised, and marketed with a completely different ideology in mind.
You might as well compare Red Orchestra to Call of Duty MW3.
Being forced back to a waypoint is consequence enough. What exactly is forcing a tedious walk back to the corpse going to add to the experience?
- Important part of enjoying a game is the feeling of competence. You’re right that if the game constantly sends you the signal that you’re incompetent, then the player will quit playing the game. On the other side if everything you do is outside the realm of competence, then playing the game feels pointless. Good example of the latter is grinding: do this easy action thousand times and you’ll be rewarded. The reward is given for simply playing the game, not for learning new skills.
I’m not disputing that, but how does a tedious walk back to your corpse make you feel any more incompetent than having to teleport back to the nearest way point or wait for some stranger to come pick you back up?
As for grinding, every MMO has it. You think of it as a reward, but it’s not. It’s an incentive to keep playing. The rewarded entity in this case is ArenaNet.
Honestly, those players who think of in-game loot as a reward mechanism are in for disappointment. For me, playing the game is reward in and of itself. Defeating a difficult boss is all the “reward” I need. My gripe with this game is that all the challenging content is gated behind group play, and for me group play is just not all that rewarding. I miss the GW1 days when I could skill cap elites from bosses with my trusty group of henchmen. That was far more satisfying than following the zerg up to Balthazar’s Cathedral and dodging abominations for 5 minutes.
It’s just a game. If you want to participate in a system that meaningfully rewards hard work then get a job and excel at that.
That’s how the real world tends to work. Those who devote their time to activities that are productive in real-life tend to have more money to spend than those who invest all their time into a game. I’m surprised that you’re actually disparaging the casual player who is essentially funding your gaming habit.
<3
I enjoy breezing through games and getting rewards for almost nothing, because if I wanted to work really hard for something I’d just get a second job and buy all sorts of crap that makes me happier. Challenge is one thing but insulting challenges to the casual players who don’t want to invest that much time in a game is quite another.
I have trouble understanding a design feature that is intended to make the player experience more unpleasant. Like you said, the player avoids it. As in, the player avoids logging on altogether and finds a game that doesn’t put them in a penalty box for five minutes because they happened to take a risk. The point of a game is to be an escape from reality with limited consequences. Being forced back to a waypoint is consequence enough. What exactly is forcing a tedious walk back to the corpse going to add to the experience?
The walk back in WoW was optional. You can run back to your corps and rez yourself where you died, or you can rez at the shrine and take the penalty. You can then run back to where you were to try again. Tell me? What’s the difference between running back and rez’ing there and rez’ing at the shrine then running back? Both have running back, except that it’s easier to run back as a ghost and you don’t take that penalty. What, you would rather rez on the shrine and run back alive to try again? Possibly having to fight your way back to where you died? LOL ok. You do that. Me? I’d rather run back as a ghost and run past the enemies without having to fight them, run down that river of lava without taking damage instead of jumping from platform to platform, etc.
Even in GW1, the penalty was greater than it is now. Rez sickness that weakened you. Die too many times and either you waited hours for the sickness to wear off or you had to reset the instance by returning to town.
I suggest trying out EvE. People who play games like WoW and GW have no concept of risk vs reward and it shows in your post. Why punish someone for taking a risk? Because risk vs reward. Properly weigh the risk against the reward and act accordingly.
WoW, GW, and GW2. None have a punishment system like EvE. If all your gear had a % chance of being destroyed for good and what didn’t get destroyed was lootable, then you would have a punishment system on par with EvE.
What’s the point? The meaning of the reward reflects that of the risk. If failing is inconsequential, then so is the reward when you succeed.
Morrowind wasn’t a MMO. I see this argument about how MMOs are being dumbed down all the time, but I have trouble taking it seriously. This video puts this notion into perspective: https://www.youtube.com/watch?v=RDP3T3j2vOc
Again EvE vs GW2. Both are MMOs this time. EvE has one of the steepest learning curves out there and the tutorial only covers the basics then plops you out like a naked baby in the woods.
(edited by Deamhan.9538)
I heard ESO is pretty bad game; not sure if that’s changed from launch.
The Elder Scrolls Online has never been a bad game.
TESO has been a bad game since launch.
I have trouble understanding a design feature that is intended to make the player experience more unpleasant. Like you said, the player avoids it. As in, the player avoids logging on altogether and finds a game that doesn’t put them in a penalty box for five minutes because they happened to take a risk. The point of a game is to be an escape from reality with limited consequences. Being forced back to a waypoint is consequence enough. What exactly is forcing a tedious walk back to the corpse going to add to the experience?
The walk back in WoW was optional. You can run back to your corps and rez yourself where you died, or you can rez at the shrine and take the penalty. You can then run back to where you were to try again. Tell me? What’s the difference between running back and rez’ing there and rez’ing at the shrine then running back? Both have running back, except that it’s easier to run back as a ghost and you don’t take that penalty. What, you would rather rez on the shrine and run back alive to try again? Possibly having to fight your way back to where you died? LOL ok. You do that. Me? I’d rather run back as a ghost and run past the enemies without having to fight them, run down that river of lava without taking damage instead of jumping from platform to platform, etc.
I agree with you that GW2 has even harsher penalties than WoW. I’m not opposed to an aggro-free walk back to your corpse if you really want to pick up from where you left off. However, I wasn’t making comparisons with the WoW system; I was responding to this:
I miss oldschool mmorpg’s where there was a sense of awe, dread, danger and adventure. UO, EQ and FF11 for instance… You had to prepare and plan for your journey and failure actually had an impact; such as experience loss or losing valuable equipment. On top of which you’d have corpse runs or be sent back a fair distance.
Even in GW1, the penalty was greater than it is now. Rez sickness that weakened you. Die too many times and either you waited hours for the sickness to wear off or you had to reset the instance by returning to town.
You’re preaching to the choir here. In my opinion everything was better in GW1. Unfortunately it’s no fun to play it alone, so I’m in GW2 along with the rest of my guild now.
I suggest trying out EvE. People who play games like WoW and GW have no concept of risk vs reward and it shows in your post. Why punish someone for taking a risk? Because risk vs reward. Properly weigh the risk against the reward and act accordingly.
I suggest getting a job and managing a family. I am well aware of the concept of risk vs reward. I am also painfully aware of the true value of a virtual reward. I would much rather devote my time to improving my family’s financial situation than spending 6 hours a day chasing a virtual reward that is going to disappear into the ether when EvE finally shuts down their servers.
WoW, GW, and GW2. None have a punishment system like EvE. If all your gear had a % chance of being destroyed for good and what didn’t get destroyed was lootable, then you would have a punishment system on par with EvE.
And I would probably uninstall the game and never play it again the day that happened. It’s better for me not to start.
What’s the point? The meaning of the reward reflects that of the risk. If failing is inconsequential, then so is the reward when you succeed.
No, it doesn’t. In-game rewards have no meaning outside of the game. The actual reward is enjoying the time I spend in the game. Much of that enjoyment comes from the idea that my in-game character is going to grow more powerful and have a wider range of options over time. As soon as you start taking things from my character then the game ceases to be fun for me. I suspect that many older gamers who have been around a while feel the same way.
Morrowind wasn’t a MMO. I see this argument about how MMOs are being dumbed down all the time, but I have trouble taking it seriously. This video puts this notion into perspective: https://www.youtube.com/watch?v=RDP3T3j2vOc
Again EvE vs GW2. Both are MMOs this time. EvE has one of the steepest learning curves out there and the tutorial only covers the basics then plops you out like a naked baby in the woods.
Then go play EvE. Don’t try to make this game into something else that already exists. The EvE market is pretty much covered by EvE, and it apparently isn’t lucrative enough for ArenaNet to want to poach on it.
EVE does this right, EVE does that right.
Then why don’t you play EVE?
Because EVE sucks.
I heard ESO is pretty bad game; not sure if that’s changed from launch.
The Elder Scrolls Online has never been a bad game.
TESO has been a bad game since launch.
No, TESO has been a good game since launch.
The OP has a valid point here. It’s quite hard to defend the difficulty of GW2’s PvE when there is none. That game IS brainless and dedicated to casuals, and that’s how it was advertised. That’s also what drove me away, but that’s because I want to invest myself in the game, and GW2 is not made for that.
Ultimately, it’s a matter of taste, that kind of content doesn’t fit the tastes of everyone. Some players probably like that kind of relaxing gameplay, where you can have an eye on a movie, and the other on your game, even in dungeons. It fits the “games are just for fun” ideal, and it’s fine that way. After all, Arenanet never proved that they wanted to offer challenging content to their players.
To the OP, if you want some challenge, GW2 is really not for you. I know it’s getting harder and harder to find some mmos with a minimum of challenge, but I think that it’s still possible. I am actually planning to get back to EvE.
EVE does this right, EVE does that right.
Then why don’t you play EVE?
Because EVE sucks.
Correction : You don’t like EvE.
Just because you don’t like it doesn’t mean it sucks. I don’t like the casual direction that GW2 took, and it’s still a fairly successful game. So it has some good points, just like EvE, that is still holding a fair amount of dedicated players.
As I said, I am actually planning to get back to EvE. I had to stop for many reasons, but after the disappointement that GW2 is for me, and the fact that I am now more disponible for a game encouraging involvement, I just feel like it’s the good time to get back in that wide and complexe game.
Matter of taste, just like for TESO. A point proven by the post just before mine.
EVE does this right, EVE does that right.
Then why don’t you play EVE?
Because EVE sucks.
EVE isn’t my type of game and I never clicked with it, but I wouldn’t say it sucks. It’s actually a very good game if that’s your particular cup of tea.
I agree with you that GW2 has even harsher penalties than WoW. I’m not opposed to an aggro-free walk back to your corpse if you really want to pick up from where you left off. However, I wasn’t making comparisons with the WoW system; I was responding to this:
You’re preaching to the choir here. In my opinion everything was better in GW1. Unfortunately it’s no fun to play it alone, so I’m in GW2 along with the rest of my guild now.
I suggest getting a job and managing a family. I am well aware of the concept of risk vs reward. I am also painfully aware of the true value of a virtual reward. I would much rather devote my time to improving my family’s financial situation than spending 6 hours a day chasing a virtual reward that is going to disappear into the ether when EvE finally shuts down their servers.
And I would probably uninstall the game and never play it again the day that happened. It’s better for me not to start.
No, it doesn’t. In-game rewards have no meaning outside of the game. The actual reward is enjoying the time I spend in the game. Much of that enjoyment comes from the idea that my in-game character is going to grow more powerful and have a wider range of options over time. As soon as you start taking things from my character then the game ceases to be fun for me. I suspect that many older gamers who have been around a while feel the same way.
Then go play EvE. Don’t try to make this game into something else that already exists. The EvE market is pretty much covered by EvE, and it apparently isn’t lucrative enough for ArenaNet to want to poach on it.
You know, the whole “This isn’t the game for you! Leave and play something else” mentality spread around these forums is rather disheartening. The funny thing is, likely most of the people complaining or making suggestions have left and are playing other games. But we did invest in the game and likely look forward to the game improving.
Getting to the point though, I get that the OP’s choice of words might not have vibed with you (I can tell you, I hated FFXI because of how mind-numbingly hard it was to do even the simplest of tasks! It wasn’t the risks, deaths, inability to solo mobs without spending tons of gil, but a culmination of various things but the other mentioned points just rubbed salt in the hole) but don’t ignore what flaws GW2 has.
It’s got issues. It has a great foundation but things could be a lot better but thinking about it, I can’t really see myself coming back full time unless I see some huge change to the game, like a new race or more skills or something. The OP’s points, while I don’t wholly agree that they are my issues with the game, I have to admit that I feel very little caution or anxiety just exploring around.
I take that back, I do get that feeling when I explore around at -5-8 levels compared to the area…or at least I did around the sub-30 levels. It’s pretty awesome sometimes. Caves look more scary and mysterious (even though I’ve seen them before) when you know anything in there could rip you apart if you aren’t careful. It makes the game feel bigger somehow.
I thought about giving ESO a try but after watching Angry Joe’s in depth review of the game, it doesn’t seem appealing at all unless they have fixed the majority of the issues he brings up…
Does anyone know how Tera Online is these days? I never played it, I heard it had many issues at launch but it seems they’re still supporting the game with patches and updates and it looks intriguing and different…
EVE does this right, EVE does that right.
Then why don’t you play EVE?
Because EVE sucks.
Eve sucks only because it takes forever to get anywhere in the game. If you’re wanting a hardcore challenge, try Eve Online. Lots of people love it just for its difficulty, and how different it is from other standard formula mmorpgs. Some people, like yourself, hate it.
And fwiw, I don’t play Eve anymore because I enjoy the more casual style mmoprgs, like GW2. I used to be much more hardcore when I first started mmorpgs well over a decade ago, but nowadays, I would much rather just enjoy a game, and not even come close to feeling like it can be a ‘job’ at times. I have real life for that.
Plus, after buying GW2, I don’t have to spend anymore money, if I don’t want to. The no sub fee is very appealing, imo.
Mmo players with a screw loose vs mmo players with two screws loose. All very important stuff.
-Zenleto-
(edited by Teon.5168)
The story missions get a bit harder and the dungeons are kinda hard. Don’t worry things will pick up the pace.
You know, the whole “This isn’t the game for you! Leave and play something else” mentality spread around these forums is rather disheartening. The funny thing is, likely most of the people complaining or making suggestions have left and are playing other games. But we did invest in the game and likely look forward to the game improving.
What’s disheartening is that 90% of the MMOs out there already do what these players are asking for: gear treadmills, mounts, unforgiving boss fights, and harsh death penalties. The rest of us have this one casual game. That’s why, insteading of ruining our one last refuge, you should find a game that is more suited to your style of play. Those of us enjoy Guild Wars like the idea of a game that doesn’t require the equivalent of a full-time job’s worth of playing just to keep our character current.
Getting to the point though, I get that the OP’s choice of words might not have vibed with you (I can tell you, I hated FFXI because of how mind-numbingly hard it was to do even the simplest of tasks! It wasn’t the risks, deaths, inability to solo mobs without spending tons of gil, but a culmination of various things but the other mentioned points just rubbed salt in the hole) but don’t ignore what flaws GW2 has.
I am not ignoring its flaws. The game is not perfect by any means, but the issues that the OP brought up (ease of play) is a deliberate design feature that many of us Guild Wars players are perfectly happy with.
It’s got issues. It has a great foundation but things could be a lot better but thinking about it, I can’t really see myself coming back full time unless I see some huge change to the game, like a new race or more skills or something.
What does that even have to do with the OP? I disagree that those are needed, but I am not going to argue as vehemently against those as I did against the OP. This is because, unlike the issues presented in the OP, I think that ArenaNet can add more races and/or skills without crapping all over the rest of the game.
I take that back, I do get that feeling when I explore around at -5-8 levels compared to the area…or at least I did around the sub-30 levels. It’s pretty awesome sometimes. Caves look more scary and mysterious (even though I’ve seen them before) when you know anything in there could rip you apart if you aren’t careful. It makes the game feel bigger somehow.
That’s the new player feeling. Around level 10 you start recognizing your environment as having yet another iteration of cave #36 and building #21. You get that in all MMOs.
And fwiw, I don’t play Eve anymore because I enjoy the more casual style mmoprgs, like GW2. I used to be much more hardcore when I first started mmorpgs well over a decade ago, but nowadays, I would much rather just enjoy a game, and not even come close to feeling like it can be a ‘job’ at times. I have real life for that.
It’s funny how much fun hardcore play is when your typical weekday consists of three hours of class, two hours of homework, seven hours of screwing around, and twelve hours of sleep, right? I was pretty hardcore back in my college days, too. Now that the typical day is ten hours of work, two hours of commute, three hours of family time, two hours of screwing around, and seven hours of sleep I can really appreciate a game that doesn’t require so much of a time investment.
To all those lamenting the lack of terrible penalties for dying in a video game, leave the house on occasion.
Reality has done amazing things with the most punitive dearth penalties ever. I hear that you can get jobs and have to do everything in real-time, and it even has nudity for those to whom that appeals!
It’s the most hardcore game you’ll ever play, guaranteed.
I agree that this game is way too easy,whats even worse is that Anet keep making it easier and people hate it.I wish they start going little more towards hardcore,with punishments and staff.