What brings you down about gw2?
No safe trading system between two players
They are making a huge mistake by centering so much around the stupid store. Its so bad now that nothing drops off mobs anymore that is even worth wearing.
The whole reason the original Everquest game was called Evercrack was due to the addiction the game caused by your desire to aquire unique items off ANY mob. GW2 on the other hand has EVERYTHING new, as something you have to use money to buy in the stupid store. There is no true reward to playing GW2… its a cash shop.
What brings me down? How they messed with something that was not broken. The HotW heavy shoulders, they are huge now.
I think alot of passion went into this game’s development, moreso than any other MMO in recent years which just blatantly copies WoW and throws another franchise on it. You can tell by just how well detailed the world is in GW2, Anet really did alot right, however they made some very very big mistakes which cost them dearly.
The first is the shallow combat system. I just can’t play with so few skills without getting bored quickly, sorry but it takes more to engage me… This is something WoW did really well, giving you ~30+ spells that would all be useful in certain situations… and if you specced differently, you’d get completely new spells.. The 10-spells at a time we have here just don’t compare.. plus due to how the cooldowns are timed, once you perform your opening rotation you just find yourself pressing buttons as they light up… and as result of the limited combat system, the fights are all the same… it could have been much better…
I think they also made a huge mistake in not having any world PvP… there’s no excitement or element of danger out in the gameworld because I know that I’ll never die… they really should have made it so we can flag for PvP and fight other flagged players, they could have built alot onto that concept like adding a bounty system, GUILD WARS, etc…
I think the devs hearts were in the right place, they were trying something completely new, and as usually happens when you take chances like that some things worked, other things didn’t… They should be commended for what they did accomplish, which is more than any other MMO out so far post-WoW… the eternal battlegrounds for example is really brilliant…
(edited by MistaMike.7356)
1. Not having mounts. Every legendary MMO had mounts, and some even mounted combat (UO for one). Having to “hoof” it everywhere is tedious and unrealistic.
It’s a basic tenant that is unreasonably opposed. Many here seem to think mounts are vanity items? I’m not sure how this opinion was formed. Maybe these folks have never played an old school sub MMO (UO, SWG, LotRO, Vanguard, even WoW).
The objective is to make exploration, and getting around the map more enjoyable because of increased movement speed. You can’t tell me it discourages exploration, and yet have way-points every 5 feet. Way-points are cheesy, not facilitating realism and immersion with mounts.
I have said this so many times but it will never change =(
Want to farm silver? Too bad. Either do mindless auto-attack zerg trains, or whip your credit card out and have Anet laugh that they made more money for GEMS to convert to GOLD. For the love of kitten give us rewards for killing regular mobs other than CRUNCHY SPIDER LEGS AND GOBBLY GOO THAT’S WORTH JACK kitten!!!!!!!!
I want to start by saying that the reason I’m posting here is because I see a number of good systems with a great deal of potential in GW2. I love some of the things Anet has done and see the potential for a great deal of improvement. I’m not here simply because I’m bitter and wish to ruin anyone’s experience.
If you disagree with my complaints/gripes, congratulations!, you’re an independently minded human being. Be an adult and accept that your problems may not be mine, and the reverse applies as well. I’m presenting my honest opinions as I feel that’s the healthiest thing for the progression of the game.
1. Class Design
The mechanical design of classes in GW2 is dull. Abilities all too often fall into a simple +damage category. Control skills are non-existent which was incredibly disappointing having come from GW1. While they are obviously different games the design of abilities in GW1 is possibly the best I’ve seen in a MMO to date, while GW2 is possibly the worst.
A lot of this has to do with the removal of the trinity. While it may have started as a good idea at the design table there was never the addition of added mechanics to take its place. There’s a distinct absence of roles in combat which means that any form of compelling team-play is off the table.
2. Challenge
The challenge in GW2 is non-existent. Due to the lack of roles, removing the potential for team-play, all “challenges” in GW2 come down to individual player skill. Some people may enjoy this, but I find the approach and strategy to an encounter far more interesting than advanced button mashing.
Even solo the monsters in GW2 are far too easy. It really feels like the development team was told “You need to make the player feel heroic”, and they did, just to a stupid level. I haven’t felt that I could die to enemies in PvE at all in GW2. The only time I have is when doing something insanely stupid, just to make it interesting. You can solo virtually every event, excluding world bosses. Even world bosses however provide no substantial challenge as its simply about having ‘x’ number of players present in a semi-present state (It’s debatable whether or not the latter is even necessary).
3. The leveling experience
The hearts are dull replacements for quests, they’re virtually identical except hearts remove what little made quests interesting, context The hearts also have incredibly dull mechanics.
Events are repetitive, uninteresting due to no story with substance behind most of them, easy beyond belief, unrewarding for those who play better/contribute more to an event, and overall an incredible disappointment.
There aren’t choices in leveling, unless you consider going to lower level zones and doing incredibly easy content, making the leveling experience even less rewarding, a choice.
4. Dungeons
While I already mentioned challenges in GW2, I feel Dungeons deserve a category of their own. Dungeons are by far one of my favorite forms of content in a MMO. I love the team-play that comes in a dungeon, I love a challenge that requires multiple attempts or some form of reasoning to determine how to achieve success. GW2 dungeons are the most straight forward I’ve ever experienced, requiring absolutely no coordination whatsoever.
Players should need to understand how to interact with their teammates, understanding the tools available to the different members of a party and coordinating effectively to conquer an encounter. In GW2 the closest thing to coordination is revival, which brings us to…
5. Downed State
The downed system is the laziest and most ill conceived system I’ve ever seen in a game. If encounters were balanced to force the players to utilize this feature it might be different, as it stands however the downed state is simply ‘x’ number of screw ups allotted to each player in a team. When encounters are exceedingly easy, no coordination is required, and there is no complexity to use of any skill set this allowance ends up hollowing the feeling of success to any encounter.
6. Consequences
There are no consequences for failure or poorer play in the game. If this were only a certain element of the game it’d be understandable, some players simply wish to experience and not be challenged. However, as nothing offers consequence for failure or poor play it feels, to me at least, that better play is punished.
Events are a perfect example. While leveling trying harder/playing better in an event provides no additional reward from simply auto attacking. This caused me to ‘tag’ events while leveling, simply doing the bare minimum required to get a gold and moving on. If my efforts aren’t rewarded the first time it can still be fun, the hundredth starts to get tedious, the thousandth is a downright pain in the kitten .
Continued from above…
7. PvP
Lack of any fun class mechanics, fun game types, rewards, any attempt to balance certain fundamental flaws in the combat system in regards to PvP, and an excess of gimmicky fun-sucking mechanics made me quickly realizethat PvP was not a priority.
When GW1 was largely popular as a PvP game this feels like a slap in the face. My friends and I who bought GW2 for launch bought it for PvP. Also, where the crap is my GvG?
8. Story and Characters
The story is uninspired, predictable, and dis-engaging. Somehow the characters are worse.
9. Content Release
The design for content packages in GW2 is terrible. Creating small story centric releases that are only available for a short time is bland, doesn’t reach most players, and a downright waste of development resources. Focus should rest on creating content with no expiration date in large bulk packages, that can last players in between new releases.
The episodic release idea was stupid when it was announced, and it’s stupid now.
10. Personal Gripe
I feel that GW2 is better suited to be heavily instanced, much like GW1.
I’m not saying I’d prefer an instanced game, I don’t see instanced and open world as comparable, they’re two distinct formats each with their own advantages/disadvantages. I have no preference for one or the other, but it does feel, to me, that GW2’s systems are better suited to a heavily instanced experience.
I can just imagine having events that are actually meaningful by permanently altering your personal instance, similar to how GW1 was handled. It would facilitate an easy over-arching storyline for each zone that is currently lacking as well as allowing challenge to exist, rather than zerg trains through the zone.
^Words of wisdom………..
I can’t use the build I want to use without having to deal with almost thirty bugs.
They’ve known of them for six months, but no action has been taken – except to tell us that they will eventually be addressed.
Maybe they really will be, but by then, will I still even check the game release notes before deciding not to bother logging on?
Also to add to my post, I hate how they remove things for the sake of removing them (notably GW1 related). The Armbrace of Truth was an ascended item early on and they removed it with the magic find removal.
Those who had it before the change were able to keep it and change stats to whatever they wanted. Those who didn’t get it before the change will never have it.
That is just one example of how things get removed without warning, and permanently. It frustrates me so much.
twitch.tv/mdogg2005
Why do some classes have a signet to increase run speed by 25% and others none!? It doesn’t make any KITTEN LITTER CENTS
By the time I have enough GEMS to buy the perma-logging tool, it’s taken away out of the gem store. Smooth move, McGroove.
Probably the thing I dislike the most is the loot system…never really anything GOOD or useful, the most you can hope for are a few crafting materials that you need 1000 of to do anything useful, or something you can salvage to MAKE those crafting materials.
The drop system gets me down. Too much RNG, you can go many kills without any drop and for some classes where fights can take a while this is a real problem. Not everyone zergs or goes full zerker and can kill everything in 2-5 seconds so as I said this can make random killing or any attempts at farming certain mats very sad for some people.
It is also a very boring system…
The drop system gets me down. Too much RNG, you can go many kills without any drop and for some classes where fights can take a while this is a real problem. Not everyone zergs or goes full zerker and can kill everything in 2-5 seconds so as I said this can make random killing or any attempts at farming certain mats very sad for some people.
It is also a very boring system…
The game is about what can be bought in the gem store not about what can be EARNED as a reward.
Mud Bone – Sylvari Ranger
To answer the original question, mostly the Living World, I think it takes away from the game because too many resources are devoted to it.
The end game content is getting stale, dungeons for example get little to no love, and the idea of visiting new lands or continents and learning new skills, finding new dungeons or obtaining new gear seems to be over shadowed by frequent updates to the LW. It seems to me that’s all they care about. LW itself might not be so bad but nearly every update involves zerging and all updates come with a chore list because that kind of material is easier to manufacture and then replicate over and over than to occasionally create something new and exiting
On a positive note what keeps me playing plain and simple is the game play, I like the dynamic, action style combat with dodges and damage mitigation and the lack of Trinity style game play. In other worse I like the fundamentals of the game.
(edited by MastaNeenja.1537)
To answer the original question, mostly the Living World, I think it takes away from the game because too many resources are devoted to it.
The end game content is getting stale, dungeons for example get little to no love, and the idea of visiting new lands or continents and learning new skills, finding new dungeons or obtaining new gear seems to be over shadowed by frequent updates to the LW. It seems to me that’s all they care about. LW itself might not be so bad but nearly every update involves zerging and all updates come with a chore list because that kind of materiel is easier to manufacture and then replicate over and over than to occasionally create something new and exiting
On a positive note what keeps me playing plain and simple is the game play, I like the dynamic, action style combat with dodges and damage mitigation and the lack of Trinity style game play. In other worse I like the fundamentals of the game.
I agree with you. I think the LS was/is a good idea to keep people playing on a constant basis and have something new to do every 2 weeks. However it seems to come at the expense of pretty much the rest of the game/world. You only need to look at the vast differences with the rewards from some of these events compared to regular open world content to see that.
The drop system gets me down. Too much RNG, you can go many kills without any drop and for some classes where fights can take a while this is a real problem. Not everyone zergs or goes full zerker and can kill everything in 2-5 seconds so as I said this can make random killing or any attempts at farming certain mats very sad for some people.
It is also a very boring system…
The game is about what can be bought in the gem store not about what can be EARNED as a reward.
That may seem to be the case, many people state it but I don’t believe it one bit. I think Anet just can not see the whole picture right now or our view (the players) or have the current time/resources to respond to it all.
Also their focus seems to be on “wowing” us (not a reference at all to that other game lol) with the living story and trying to drive us by it with our emotions/excitement of it all. However this is coming at the cost of the rest of the game and is flying over the heads of most of us I think because we know and can see there are issues in the rest of the game and some of those are BECAUSE of it.
Frostgorge > everything else in this game profit-wise (which is just sad)
Lack of a challenge and the fact that i do not feel challenged, endangered or as if i am contributing to anything when i am in a zerg.
Lol if the game was half as good, there wouldn’t be threads like this. Companies that ignore the voices of users/consumers is destined to fail, unless you are government funded.