Re-learning Old Lessons?

Re-learning Old Lessons?

in Guild Wars 2 Discussion

Posted by: Grimwolf.7163

Grimwolf.7163

So with the April patch, it’s become very apparent that ANet is slowly introducing features that already existed in GW1, some from the very beginning.
The ability to reset traits at will, the ability to actually use Town Clothes (Costumes) in combat, rewards integration between PvP and PvE. Now they seem to be slowly working toward removing separate servers by refining the zone instancing.
There’s still nothing in sight for GvG battles, Guild Halls or build saving.

This game had an absolutely massive development cycle, relatively speaking, so it seems implausible that they simply did not have the time to add such things. Especially since many of the original systems ran counter to it, like using separate servers or forcing us to pay NPCs in town to retrain.
So if ANet already learned the importance of such systems way back in GW1, why did they deliberately choose not to add them here as well, only to change their minds on it again later on?
Not only that, but it took them well over a year to realize and correct only a fraction of their mistakes.
I’m glad these issues are being corrected, but I’m disturbed things ended up this way in the first place.
If you put your hand on a stove and burn yourself as a kid, you don’t later as an adult say “Well this is a different stove, so maybe it won’t burn me this time” and stick your friggin’ hand on it again!
Stoves will burn you; you already learned that!

(edited by Grimwolf.7163)

Re-learning Old Lessons?

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Posted by: Riot Inducer.8964

Riot Inducer.8964

It has confused me a bit as well, mostly on account of free trait resets. The trait system is the direct successor of GW1’s attributes and they learned long ago in that game that free attribute resetting is a much better system for everyone. Why there was ever a cost to reset traits is beyond me.

Now with the megaserver we’re essentially getting closer to the district system GW1 had where everyone from everywhere could play together. But the megaserver still doesn’t offer the “international” districts and ability to move from NA to EU districts as well. I still find it stupid that I can chat and send mail to my old EU guildmates but can’t actually play with them without one of us buying another account

Re-learning Old Lessons?

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Posted by: Mungrul.9358

Mungrul.9358

It’s not the same development team, that’s why they’re making the same mistakes again.

Two of the three ArenaNet founders now work at Undead Labs, the guys responsible for State of Decay.

If you want to be fans of the people behind a game, don’t pin your hopes on the companies they work for or even found. Don’t even pin your hopes on the franchises they create. Remember their individual names and follow the games they work on and chances are you’ll be able to guarantee a certain degree of quality.

ArenaNet is just a company with revolving doors that holds the intellectual property rights to the Guild Wars franchise.
They’re no longer the people who made the original.

Those guys are off doing innovating things in another genre now.

Please note that due to restrictions placed on my account, I am only allowed 1 post per hour.
Therefore I may take some time replying to you.

Re-learning Old Lessons?

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Posted by: Healix.5819

Healix.5819

Every change had a reason. These are from memory.

Town clothes were the result of costumes in Gw1. In Gw1, a lot of people were wearing costumes to a point that the prestige of armor was diminished. In some cases, (silly) costumes would also make the game unrealistic, destroying the feel of the game. By making costumes town clothes, they attempted to limit these issues.

SPvP game types. They had concerns over splitting the player base. In Gw1 they found that the population was split between to many different modes, which made it hard for new players to join.

GvG. They have said that WvW was what they intended GvG to be, but it wasn’t possible back then.

Guild Halls were something they had plans for, but weren’t able to implement. They still have plans to add housing and halls.

Traits. They wanted your build to mean something. In Gw1, people would switch their build for every map. They didn’t want people to switch their traits for every boss.