Showing Posts For GWtoo.1529:
Norn Guardian, wearing a mix of draconic pants, cultural T2 chest, karma gloves, and God-Karma shoulder & boots. Celestial dye and Winter Ice dye.
I remember in Everquest, working on epic weapons was truly epic, and with a sense of purpose. You’d have to travel the world for very specific purposes, talk to or slay particular NPCs. Organize raids to conquer epic “gating” battles. Of course, along the way of this 20 to 30 part chain, a story — a sense of purpose, is introduced.
There is just something very desolate in gw2 where, using the 100% map completion as an example, is disappointing. My goal for 100% completion is to travel to red triangles and unrevealed squares on the map. As you get to each location, more often than not, your off to the next closest undiscovered area.
Collecting components for “legendary weapons” does not feel epic nor legendary either. It kind of just feels like a giant PITA. There is no story, no purpose, no drive other than get an extraordinary amount of “x” by repeating “y” action as much as you can bear. Karma farming. Gold farming to buy stuff you need. Mob farming for lodestones for example.
Everything just feels like a hodgepodge of “stuff” thrown together for no real reason othan than a developers perceived value of difficulty. “x” item looks amazing, so let’s just make sure it uses 2x the rare material as something else.
What is everyone’s take on the way GW2 is being developed? Who remembers truly lenendary / epic quests from Everquest (as an example), and what are your thoughts on more of the game driven by that quest style?
Norn Guardian, wearing a mix of draconic pants, cultural T2 chest, karma gloves, and God-Karma shoulder & boots. Celestial dye and Winter Ice dye.
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