(edited by Moderator)
Orr feels boring
I guess the monotony of Orr has a reason to create certain emotions… sadly it might fall flat and all you get is bored.
I feel the same way.
Since my early days playing the first GW, I could only imagine what Orr would have been like based on the lore of the place. The reality didn’t quite capture what it felt it should be like.
Maybe Orr should have more magic and energy to it. It rose from the sea, so it has all those barnacles… but what if the deep sea components that rose with it moved and did things.
Since it was an old place where the gods once dwelled, it would be cool if there were magical constructs strewn around. Stuff that moves in extraordinary ways and clearly has been messed up from the Cataclysm. There are floating and moving rocks and platforms in the old Mursaat area, but none in Orr.
Orr just needs some tweaking to give it an air of being ancient and alien, to have that magic and mystery one would expect a really ancient and advanced civilization to have in a fantasy game.
Here is a neat comparison. Look at this…
http://www.youtube.com/watch?v=7L-4cGaRAmA
That is from Skyrim and is the remains of an ancient city. It has moving environment elements and devices that you can interact with. It feels mysterious and ancient, but still retains movement and energy and is not rundown to the point of being defunct.
(edited by Redfeather.6401)
agree orr is boring. The way it feels and looks . Orr has a few events that take forever to happen. Also you can’t solo that many of them.
I think we need more lv80 maps.
Playing in Cursed Shore and Malchor’s Leap gets boring after a while and the only other high level maps are Zergs of Devastation where you cannot do anything because the whole map will be kitten at you for not following the zerg and Frostbot Sound where you’re in constant competition against bots unless you play only underwater.
@redfeather
Blackreach wasn’t sunken under the ocean after a cataclysm then raised back by an elder dragon 250 years later though.
The kill variety thing is so true. I can have all my other daily stuff completed from running around in Orr but then I’ll check my kill variety and it’ll be like 2/15. I really wish Frostgorge Sound were a full 80 zone because I love the variety of that zone (both mobs and the environment itself) compared to the Orr stuff. And while some of the environments in Orr are pretty cool, I find that in exploring you discover that around every corner is just more Risen. I kind of wish the Orr zones featured a little more diversity.
I don’t go there unless I need mats.
- It’s really ugly, for the most part. Granted I’m color-blind, so that might be affecting my perception. Nearly every MMO does this – makes their final zone an ugly slog through “evil” looking terrain. I’m tired of it.
- There’s not enough mob variety to complete the daily.
- The events are so zergy that the culling code kicks in and I rarely even see a mob, let along get hits on them for item drop credit.
Oi, that is a nice video. Yeah some otherworldly element could add something to the mix.
I don’t think we need much more high level areas. We have 4 but only one of the areas is good. The other three are Orr.
And believe me color blindness isn’t the problem here. The zone doesn’t stand out much, but it is ok in my book. I think they could flesh things out a bit perhaps make some color a bit brighter, but the mob variety is really what kills it. If I would have one copper for everytime I had to hear “Everyone! COME!”, I would have a commander manual by now.
One of the problems with Orr (not just Orr, but it’s more noticeable there) is the mob density and distribution. It’s just too high and too regular. You have one zombie every X metres, across the entire area.
There needs to be more variety, not just in the type of mobs but also in their distribution.
Places with 20 veteran spiders guarding the entrance to a cave, areas with no mobs at all, areas covered by a permanent poison cloud that damages anyone within, different challenges, things that actually make you wonder “can I make it through?”, instead of just a permanent blanket of nearly identical mobs whose only role seems to be to slow you down when you’re trying to get from A to B.
That’s all they are, a drag. It’s pointless to even fight them, because mob #45 will probably respawn while you’re fighting mob #47. There’s no sense of accomplishment, just endless repetition.
The atmosphere in Orr (of something cursed, risen from the bottom of the sea) is interesting, but the blanket of mobs covering it makes it boring and annoying, not challenging or dangerous.
Also, a lot of the nicest looking places in Orr are arranged vertically, and the very narrow camera FoV in GW2 makes it hard to appreciate them. Try to look up and your camera starts bouncing against the terrain or your own character blocks half your view. The game needs a way to increase the FoV and the camera’s vertical offset (so that it’s aimed at a point above our characters’ head, not at our characters’ waist, which forces us to look at the ground most of the time).
(edited by Account.9832)
Variety would be nice. It is dull after awhile. I only go there for little bit and I am ready to just leave. Difficulty shouldnt just be hordes of the same mobs over and over.
I actually posted a suggestion that would possibly go some way to making Orr more interesting: https://forum-en.gw2archive.eu/forum/game/events/Fixing-Orr-Expanding-the-End-Game/first#post383917