Showing Posts For Feyhen.7432:

Lack of ConTEXT after Story.

in Guild Wars 2 Discussion

Posted by: Feyhen.7432

Feyhen.7432

Yes and no. It is a complicated thing. I dont want the NPC telling me the story of a plot but to simly give the connection between diffrent content parts. Like the dailys. Every MMo have these nowadays but not so many of them give them context. You are playing an MMO, your char has a story, but ask yourself: What are his motivations? Where is the connection between the World and dailys or certain Bosses that appear. There is none. Maybe ANet would find a way to not go the way of old fashoned Quests but still connect those things believable with the rest of the game.

Lack of ConTEXT after Story.

in Guild Wars 2 Discussion

Posted by: Feyhen.7432

Feyhen.7432

Good Morning Everyone.

I have one simple question that often determines if i am motivated to do something in a virtual World like Guild Wars 2 or not: Why does my character do the things that he/she does?

Let us talk about context. The one thing currently in Guild Wars 2 giving context is your personal story and the living Story coming right behind it as the continuation.

And it does the job (for those who are interessted in the first place) realy realy well.
Sure, there are players who simply won’t ever invest in such storys.
They want context through deed and act.

BUT, the big BUT:

After one has completed the personal storyline (including Dungeon Storyline and Season 2), the context to the game world abrutply ends !

There is no logical connection for my character, no context to:

- World Bosses

They appear out of nowhere. If it were not for the timers around the internet, the player would not even notice they are there. 2 new members of my Guild, fresh in the game for a few weeks, had no idea world boss events existed before i brought them along.

My Suggestions:
Reworking those Bossevents, making them into longer and harder event chains like Silverwastes to let the invesment of the players decide when a Boss appears. OR

Let Signs for World Bosses appear in the gameworld.
Maybe an escaping flok of Birds escaping over the maps next to the sea: Lions Arch, Bloodtide Coast and Sparkfly. With a little text in the main chat like Anet did on Scarlets map invasions teling something like: “Something in the water was sighted moving in the directions of Sparkyfly Fen”.
Or a thunder grumbling half an hour before the Shatterer in the Ascalon area appears. Something like that. OR

Do it as incoming requests from your Faction you joined. Let the Vigil tell my Vigil-Member to go and slay those bosses. It would give context both to World Bosses and to those Factions (that are currently nothing more than empty shells after your personal storyline ends)

- Mini Dungeons

They are there but they are often not seen as Mini-Dungeons because there is simply nothing special about them. They should be harder and there has to be a reason for going into them.

My Suggestions:
Besides the Events and Heart Quests, make an Request-Board System in Main Citys, generating old fashoned “bring it to me”-Quests leading into those Mini-Dungeons. Why you ask? Why suggesting something ANet does not want in the first place? Because it gives context, a logical connection both for Kapital Citys and for Mini-Dungeons and Jumping Puzzles to actualy go there for my character. (And for myself in the end, i think you know what i mean)

- Dailys!

There is simply no logical reason for my character to do dailys in his world.
Here could a request-from-someone System again give context. Let an NPC tell me to get 10 Lumber from insert map Sure, that is something ANet again does not want to do (Fed-Ex-Quests) but in its current state, there is simply nothing immersive about it. It is there because it is there and i dont think that someone like ANet who wants a living. breathing virtual World is okay with the current state of simply for those events, bosses and daily Quests being there.

Those were ideas that came to my mind, and of course there are even better ways to give the rest of the game context after your personal story, so that the players realy feel a sense of agency a sense of immersion. ANet did a very very good job with the personal story to get the player into the game world. Now Anet has to do this in the areas outside of the personal story, too.

What do you guys think? Has the game enoug contest? Enough agency? Enough immersion?
Or are there players like me that get the feeling in the game:

“This does not feel right, not natural, to do those things, why should my Human/Charr/Norn/Sylvari/Asura do that?”

Maybe we can have a healthy discussion here.
Let me know what the rest of the tyrians think!

Best regards

Feyhen

CDI- Character Progression- Vertical

in CDI

Posted by: Feyhen.7432

Feyhen.7432

[…]

Unlocking more skills is not vertical progression if the new skills are not stronger than the old ones, effectively replacing them in your skill bar.

In GW1 you leveled up to 20, and got by then a decent amount of skills that would allow you to do many things. You didn’t have to level up more, and once you got max gear getting more gear was not necessary, but you could get more skills to try new stuff until you got all 1319 of them in a single character.

Skills became part of the horizontal progression, as new skills allowed you to do new things and the same things in different ways, but they weren’t necessarily stronger than the ones you already had.

Yes i know, i accidently switch both terms. i really meant horizontal progression that Guild wars 2 lacks.

I played Guild Wars 1 as well and i loved the amount of skills there.

But Guild Wars 1 was more stat-based and and static. I would love to have just more weapon and slot skills in Guild Wars 2 that make use of the more action- oriented combat system.

More Rushes, charge attacks, evades, counters, bashed. The skills already in the game are really awesome, dont get me wrong.

But i would really like to be able to slot different skills then the player next to me to a point where i can fully self-express myself with every class.

Take the thief for example: In my opinion he does just not have enough action skills

I can not play the thief like i would love to play him. As an acrobat, as an high speed striker.
The Warrior in my opinion plays ways more fluid then the thief and that is just not right.

CDI- Character Progression- Vertical

in CDI

Posted by: Feyhen.7432

Feyhen.7432

Hello everyone,

i would like to give my point of view.

I have had problems motivating myself to play Guild Wars 2 for a while know. Here is my personal reason why: I love character progresstion.
I love game with a vast amout of thinks where my character can evolve. I love getting new attacks, getting new ways to combine my attacks, getting new cool weapons and abilitys. Mechanics that opens up while new levels of gameplay.

I am not the gear type, i dont care much about vertical Progression.
I am more in love with horizontal progression and this is,

where Guild Wars 2 lacks.

I play as Warrior and although i have plenty of Alts, my Warrior is my favorite.

But since there are so limited skills and abilities my character can obtain, i dont feel like progressing any longer. I know that i could go for some ascended gear but i am not really interesstet in shiny new armor. I would like to be able to choose my own fighting style rather then only my own look.

As the skill system in Guild Wars 2 is right now, people like me will feel unsatisfied without more abilities to be learned.

Personally i would like to see an enhanced combat system with more ways to progress, with more styles to play. The warrior next to me may have a better looking Greatsword than me, but he will always play like me, execute the same weapon skills with that awesome sword like me, no matter what. I feel like there are not enough ways to individualise at the machinical level.

(edited by Feyhen.7432)