(edited by Gustoril.4195)
Showing Posts For Gustoril.4195:
I think the biggest issue for me and a lot of my friends, Is that we have no bad guy to go after. I’m a fighter more than explorer and so I look for story driven combat that will be full of challenges and struggle. Sadly in this game (Zhaitan) the final boss of all this chaos was a 5 man dungeon that had no challenge at all.
So yeah I pvp for a little bit(becomes repetitive) do some events(repetitive) and eventually I started to ask myself “What am I doing all this for?” I’m bettering myself for what? since the final boss was dead I didn’t see the point in continuing.
I think I will sum this up and simply say that Guildwars 2 is a screwed up when it comes to this problem, because they released a vertical leveling system in a game that’s apparently meant to be horizontal.
So of course lower level zones are going to be empty when there’s higher level zones suited for high levels, also the loot system is connected to this, why farm ore or blood in the low level zones (Which is designed for low levels), when your recipe for crafting requires ore or blood from a high level zone / creature?
Arenanet wanted to make this game so unique and yet, they have used the generic design for this. Someone clearly didn’t think it through.
To IronPlushy.4256
It’s all good mate, you’re not the only one who has felt that way about the combat system, and don’t let these crazy Gw2 fans shut down your views.
In comparison to many other MMOs that you may have played, Guildwars 2 does have that limit on options when it comes to all the abilities and gadgets available (at one time). Most of the time you will find yourself only using 4 abilities while all the others are on cool down from being previously used.
This can get boring after awhile because you’re spamming the same stuff. I suppose it’s like that with other games also, but its more noticeable on here due to the small action bar, and sure you can swap weapon sets to gain different abilities, but you’re still limited to XX amount of active abilities at one time (Instead of a range of abilities)
I think what you’re feeling is perfectly normal, just you need to either adapt to it.. or let it bug you.
Yes.. lets just brain wash the children into the lovely habit of “gambling”
While this would be interesting at the very least, I think it would also be an extreme waste of resources on ANets part. There is no real reward system in place like other games that have raids. For this reason alone I highly doubt very many will do progression runs in this environment. Very few will spend an entire night wiping on the same boss over and over without some tangible reward on the horizon.
This is why they need a carrot on a stick system, (Thats NOT scaling) for all you vertical hating players out there.
Unique armor set, standard stats.
Achievements
Unique weapon, standard stats.
Titles
Gem store currency so you can buy stuff from the gem store just by playing this content and earning currency.
Make it worth it and I will do it.
They’ve really screwed up on this whole “MMO” thing haven’t they?
I mean for me, If I’m playing an MMO I don’t want to the doing things with 5 people, I want to be tackling some bad kitten challenging monster with 40 people!
No I don’t consider the world bosses a challenge, way to easy and so much room for error.
lol, somebody played a mage in WoW
Well actually no lol, That’s the one class I never really tried. It was shaman mainly.
Totems totems TOTEMS!,
I honestly dislike the idea, Guildwars 2 tried to change the generic way of auto attacks, ability layouts / execution.
I just find it to be less indepth, you find yourself spamming 1 button (Usually attack #1) and then clicking the others when needed. This allowing only 5-6 abilities is it ? able to be used at one time.
I personally like having the option to customize what ability I want to use in each ability slot, giving the player more control over their character (I want an ability from 3 different weapons, but I cant because they are linked to the weapons and I can only carry two.
Also the ability designs are all based around combat, Since they didn’t follow a generic layout, we can only have a set amount of abilities and there’s no room for things likes (Comparing MMos) “Float/levitate/Shapeshift form/Eagle eye/conjure food/water/Class specific buffs”
The small things that add depth to a game.
There are certain things you’ll never get away from in an MMO, so it becomes about delivery – how well is the information delivered, in how many ways? Then, how many ways can the mission be done?
Hearts: You run inta an area and you enter a Hear radius where you are told what needs to be done. Typically you have about Three options to fill a heart, at least one of them sure to involve a non-combat approach. (most of the time) You can do 1, 2, or all 3 of these things to fill the heart and if that’s all you want you can be on your merry way.
~~~~~But, you could also look around the area where the heart popped up, find the npc giving the quest and talk to him or her and get the story behind why you’re doing what you’re doing. This also gives you a chance to talk and listen to some of the npcs for things they may have to say. Sometimes they drop clues, but more often they are just amusing to hear talk about their lives, their relationships, their jokes, etc.Dynamic Events: These aren’t done at all like other games. Where in many games you may be running buy and see a farmer with a exclamation over his head who says “help, help, the farm is being attacked by bandits”, and when you look around you see bandits sitting in small groups, doing nothing until you come to attack them.
~~~~~~But in GW2 when you hear the old farmer yell “Help! Help! Bandits are attacking the farm!” you actually see bandits swarm down out of their camps and attack the farm and it is up to you to drive them back. If you fail, the farm burns, and seeing the flames a flock of harpies comes down to take anything they can get – cattle, wounded soldiers, whatever – and you now have to fight them off lest all the cows be killed and drug off to the Harpy nests. Succeed at that and you might have a chance to help guard the farm while they fix the gates or whatnot (can’t recall if the gate fix was part of that DE or another). These aren’t remotely like the “click on man who tells you to go here and kill monster X and bring me back his head” missions you see in some other MMOs. Dynamic Events can even happen when you aren’t ready for them and just take a wrong turn, or a badly timed jump and now you’re just hoping to squeeze by alive.And a great number of Dynamic Events are chained as well, telling a story through half or sometimes the entire length of a map.
I understand what you’re saying and that’s great and all, the idea that quests are executed differently and activated without the need for players, but it’s still a generic quest which doesn’t change, all that’s happening is the quest is already activated for you.
Our actions also mean little in comparison to other games. From what the manifesto stated “As a structure the MMO has lost the ability to make the player feel like a hero, everybody around you is doing the same thing you’re doing, the boss you just killed respawns ten minutes later, It doesn’t care that i’m there”.
That is describing the current system on Guildwars 2, It’s completely fake and on repeat, Everyone is doing the same thing I’m doing (The quest) Just a different objective of that quest, and yes the boss or quest does respawn 10 minutes later, and yes the world doesn’t care that I’m there, because the quest is on repeat (Oh look I just saved that farm, oh its under attack… again)
In other MMOs, Quests are based on a one time system, where once completed the world around you is affected in a very permanent way, where you can look back and remember the battle that took place and how you saved a village(Not revisit the village and find it under attack … again) This game was meant to be like that, Just it has failed again and again when it comes to making players affect the world in a “permanent way”
Do you see where I’m going with this?
I had more to write but I just lost the thought, Ill post in another one if i recall.
@ Vayne & jack of tears
I find it funny how you two are talking about gear rarity when apparently this game is based on a non advancing gear system.
I don’t get what all the Orr hate is, either. I hear, if you’ve been there and done it you get sick of having to run almost everywhere because the waypoints are contested all the time and whatnot – but it’s probably the most gorgeous area in the entire game, ya gotta do it at least once. (me, I keep going back, I love Orr)
I felt depressed as soon as I looked at it lol. After seeing all the other wonderful zones of nice green fields full of colour, only to end up at this undead infested barren wasteland (Which was to be expected due to the story), There was still the feeling of -I don’t want to be here-
Also I found it to be very boring. I had the eye candy in the other zones and this zone felt like a large grind on repeat, Same events occurring again and again.
I find this game to be no different with the way that quests (Hearts) and events are done compared to other MMOs (The general Idea behind it). Its really just a quest that can be repeated.
mystical ‘females’ lol epic, Should get one of those T shirts that has “I logged out for this?” written on it
Its funny that people pick apart semantics in posts, and assume the person is clueless.
After 2500 hours I’m pretty sure he knows what orr bosses give what, and I’ll bet you “getting stomped” doesn’t refer gonna inability to do well himself, rather his server.
On topic: come up with as ,any builds as you can for your , even if they’re not meant to be min/max builds, just something that’s interesting and fun.
Other than that, probably all that’s left is grinding for more legendaries or helping out other people with your most fun class to play
lol grinding, how fun.
Such a shame the gear isn’t put to good use, then it might be worth it.
see post above
And OMG its morrigan! You still play?
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2500 HOURS!? in one game?
Wow. Just wow.
Since the game has been out roughly 8.5 months.
8.5 × 30 days = 255 days
2500/255 = 9.8 hours every day since launch.You sir need to go outside for a bit.
That’s a bad idea, this player is one of those people that keep the population high in games, you cant send him outside….Think of the population!!!
I salute you Son Of Suns.6593
Oh it and seems you found the endgame content, yeah I said it that’s right. All the epic … things you can do late game, full of content and excitement / purpose.
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As the topic.
" Question for the all players. Do you want to see in the game 10 + player’s instances? "
Let developers to think
Dungeons that requires a 10+ players?!?!?
The need to band together with a large number of players, form guilds, work as a team, strengthen bonds, large challenging bosses, time consuming content that would actually give players who put time into games something to do!?!?!?
What do you think this is? A massively multiplayer online game? This is guildwars 2! designed for casuals who play for an hour a day and complain if something takes too long.
Seriously, what kind of crazy idea is that?
So I took a break from GW2 because of school but now I want to play again… Boy, things have changed. First of all, where is everyone? The lack of population is slightly disappointing…. I checked out WvW, and it doesn’t have the hoards of people I remembered. I went to heart of the mists and again…. no one. I see some large groups of people just standing around in the cities but I can’t really see anyone doing much… So really… what is everyone doing now?
Yeah I would agree that things have changed, I also had a break (6 months) and came back to find a lack of players in comparison to when I left.
The lack of population I would say is due to a few reasons such as,
-the hype is over and players are losing interest: which is normal for a starting MMO or any game… well not really, if the game was a huge success you would have increasing numbers over time.
-Endgame content for a range of different gamers : This would be the main one because the game is unfortunately designed for casuals and anyone who wanted a goal to work for such Progressive PVE content, will feel lost and find little purpose to continue playing. I say unfortunately because for myself and many of the other players I know, this game could have been much better if it supported both groups.
-Else, people had other things to do, a lot of people.
As for what I’m doing? I log in for a couple hours a day, complete some quests with friends and log off. I’m in no rush to reach endgame or level cap because I know there’s nothing there for me.
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I fail to see how this system will work unless set zones are flagged for PVP, but if so..BRING IT ON!!!
Using other games as an example is fine, Just because another game has something doesn’t mean this game cant. Hate that “want to be unique” stuff.
Yeah I think a lot of Mini games like this would add some nice entertainment when waiting around or just for fun. Games within a game.
I can see the thieves being a pain though, due to stealth.
So it’s a last man standing game of …Tag?
ArenaNet should have called this game “Guildwars Dressup”
It’s more about looking good than doing good, Its ok if you fail because you look awesome!
Buy a vision ward from the store, Its only 125g and is good for countering champions such as Akali, Evelynn, shaco.
I’m surprised this hasn’t come up as much as I thought it would, but I find that there aren’t enough things to go after for in dungeons. The sole purpose why one raids is to (beside having some fun) get some interesting gear. Well, I must say that there isn’t much to go raid for anymore.
I’d love to see A LOT more skins of armor (preferably in the style of Dark Souls) and weapons. There are people who love armor and weapons with a lot of particle effects, basically more fantasy-inspired, and there are people like me who love realistic armor; something a Medieval knight would wear.
The dungeon introduced in The Flame & Frost expansion was great, but I’d like to see many more of them with each their own armor and weapon sets. I’m sure that there are plenty of people eager to design these things.
Keep us entertained and busy,
Philip
Are you telling me you want to grind for gear?!?!
How many hours do you spend on this game? roughly
It makes sense this was a nice thing that came out in WoW as well
oh no, this is in wow therefore we cant have it because GW2 is trying to be different lol. jks
As awesome as this sounds, how long would it take to venture through these places? you would have the image in your head therefore the best idea on time.
Only reason I ask is due to the casuals complaining about the time required to travel to and through these. Whether or not it’s viable
Makes sense, adds depth to the game, gives players a choice therefore control.
I like it, make it happen.
If grinding makes you a hardcore player…. I don’t want to be hardcore. Sounds dumb. anyone who thinks they are hardcore because they play longer and grind all the high level content probably have less skill then casual players.
Hardcore is a gaming term, Check google “Gamers” and you will find -
-Hardcore gamers prefer to take significant time and practice on games, and tend to play more involved games that require larger amounts of time to complete or master.
-A casual gamer is a player whose time or interest in playing games is limited. Casual gamers tend to play games designed for ease of gameplay and don’t spend much time playing more involved games.
Also you already grind whether you like it or not.
“Grinding is a term used in video gaming to describe the process of engaging in repetitive tasks during video games.”
What’s a daily?
What are you doing when running a dungeon 10 times for tokens/gear?
what are you doing when attempting events throughout the world?
What are you doing when killing creatures for crafting goods?
All of those are on repeat…, The only different between grinding in this game and others is simply, progression. facts vs opinions.
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No wonder the casuals chew through content so fast, everything must be restriction / effort free because they don’t have the time to complete anything that requires time.
I feel sorry for ArenaNet, trying to support casuals complaining about content taking to long to complete, and hardcore gamers complaining that everything is to easy.
A good idea would be to create two types of servers, one for casuals who can play in their sandpit of toys, and one for the hardcore who will grind, collect, progress and conquer.
I understand some people feel like this, but this really is a case of if you don’t like it then don’t use it. I would be confident to say that the majority of people do not enjoy either alt+tab to go to GW2LFG.com or spamming in LA LFG etc. neither of these methods of LFG build “community” or what ever term people use.
I could break down your arguments against such a system point by point but I’m sure you’ve seen the arguments for a LFG system numerous times. My problem is that people like you are stopping, or at least, delaying ANet in implementing a system. Wouldn’t the best solution to your problem be simply to not use a LFG system and therefore only find other people who are not using such a system and are “better” or whatever term you want to use?
This game fixes and address so many of the problems that made the last generation of MMO’s bad eg. Trinity restricting play style/strategies, mob stealing, grouping in general, questing ect. But the instanced PvE is probably the worst I’ve ever experienced in an MMO.
I’m fine with the system, been using it for years, I’m just stating my experience with other games involving the LFG. Also your recommendation for my problem is to simply don’t use it, therefore while I’m not and majority of others are, it would be extremely difficult to find a group because people will always choose the easier option (LFG), Why put effort into building a group when something does it for you.
Just to clarify, Im fine with the LFG when it comes to creating the group, but I don’t approve of the instant travel to the dungeon. Reason? If all you do in GW2 is dungeons then you will never need to leave town.
Carry on.
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Ok Just finished.
now correct me if i’m wrong i’m trying to understand this. You’re stating that the current design for combat is key mashing or face rolling, and that you would like a more structured design where we have the option to use abilities that can counter others. As in the Rock paper scissors.
So instead of just key mashing while ontop of someone, the target could block(Rock) and I would need to reply with an ability related to paper ? Instead of continuing to faceroll, Also the removal or reduction of cooldowns to make combat seem more instant instead of long waiting times between abilities.
The second time reading then I had skyrim in my head.
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Imagine this as an example, Server wide events that affect the outcome of a situation——-
(1)-Story (A back story closely related to the Lore of guildwars)
An undead king from the old war has risen with hatred in his soul, summoning angered spirits of his army and assaulting nearby towns in an attempt to reclaim his lands.
(2) -Story options (Options for players to make a choice)
Two factions are made who both want control over the situation, each with their own content
-Ideas on the situation and how to handle it.
-Gear set, weapons, armour.
- Quests
-reputation.
Unable to settle between themselves they ask us to choose by proving our worth and loyalty to supporting a faction, and that one faction will join the others if beaten by strength of support, Allowing us players to fight for a faction of our choice and may the most supported faction win. ((A server wide reputation race has been created.)) NOTE: the losing faction will join the winning faction and therefore all loot / gear sets will be removed permanently, and only the winning faction gear will remain available.
(3) – content by faction
Quests / dailies / dungeons, objectives are created for us to complete, depending on the side we choose, completing objectives related to that faction will increase the reputation bar for that faction, perhaps a Consumable item will apply a buff which gains reputation for every quest, kill, dungeon completed, or maybe fighting with a faction made weapon could work.
—Rundown—
2 reputation bars are created in the UI somewhere.
Faction (A) /////////// —-—————————————-]
Faction (B)////////////////////////————————]
//// = reputation gained server wide.
As players complete quests and gain reputation for that faction, the bar will slowly advance to be completed, once completed the winning faction will be selected due to popular support server wide. NOTE: This event will need to be over a decent period 2 – 4 weeks depending on server player count. Some math would need to be worked out for reputation gain amounts.
Once the faction has been chosen, the next stage of the event will activate and the joined forces will advance and take the fight to the undead king.
At this time, more content is released.
-Dungeons related to the story will unlock
Quest Chains———
-Quests leading into dungeons will be available (Destroying the gate keepers for the key fragments in order to access the throne room) NOTE: The key becomes a requirement for unlocking the throne room, <—Something to work for.
-Quest leading into a single raid dungeon, Designed to handle 10 – 20 players, Purpose? To forge the key fragments
-Quests for surrounding zones (Defending towns, fighting back spirits)(Dailies, make them optional, don’t force players to do them)
Item——
Keyfragment top, Soul bound, Random Drop chance
Keyfragment middle, Soul bound, Random Drop chance
Keyfragment handle, Soul bound, Random Drop chance
Random drop chance allows dungeons to be run multiple times, Highly recommended that guilds with members who already have key fragments, be given other fragments on successful drop, this will increase the chances of gaining access to raid content.
NOTE: only a player with all 3 fragments can open the doors to the raid, else – If 3 players with 1 fragment each (correct pieces) make the full key, then they can be used to open the door to the raid, this allows guild and other players to work as a team to access content.
on completion of the raid, the key fragments can be forged into a single key by using the forge in the raid.
NOTE: only a player with all 3 fragments can forge the key, Raid bosses have increased drop chance compared to dungeons.
NOTE:Only a player with the forged key can open the throne room doors to battle the undead king.
THE GRAND FINALE (Throne room Victory)————
The first guild to successfully defeat the undead king will activate the final event.
The undead king will be moved outside for a final fight to the death with anyone in the area, Upon the event activation, the undead king will yell some comment like “I will not fall! you will pay with your lives and then serve!” over a world wide chat, this will alert anyone not in the area of the final fight in which they can make their way there. (have the comment repeat throughout the fight)
Epic battle seen, a lot of adds, a lot of players… a lot of lag maybe hopefully not, and a lot of fun. And again once defeated, a monument would be placed at the corpses location stating the victory over undead king so on
Well thats all I have for now, tune in next time for !
Gustorils wall of text for silly ideas- = GWOTFSI
(VIEW PAGE 2 FOR EVENT IDEA)
Dear ArenaNet
I’m trying to come to terms with this “horizontal progression” design and that I need to find something within this game that will give myself, my friends and others a reason to play.
At the moment our problem with this game is that we have no focused goal to follow, and this is due to the lack or gear progression in game that we’re all so used to, I guess the idea behind it is that we feel lost, we failed to find a reason to continue playing once reaching level cap because the main goal with many other games is gear, trying to strengthen ourselves through gear to be strong enough for the final fight against a boss.
This game lacks that goal, but not completely.
The main goal really for my friends and I is the boss, the bad guy at the end of the road that we need to remove in order to make the world a better place. The reason behind grinding for gear in other games was to follow a pathway to reaching the boss, (Collect gear, become stronger, tackle harder bosses, repeat). This game had that goal (zhaitan) and we enjoyed every part of the story up until that point, but in the end it was a huge disappointment because it was an effortless and meaningless fight.
I assumed zhaitan being the main cause of all the death and destruction, he would earn his own server wide event where all players of the world would band together for a final confrontation, moving through certain zones to allow everyone a chance to experience the fight, and once defeated, a monument would be placed at the corpses location stating the victory over zhaitan (Date, Defeat of zhaitan, RIP to those who fell (Will be remembered), and a temporary 30m option for players to add their name to the list of heroes who fought this day. This list can be viewed by interacting with a book on the monument which will show all the heroes names.
Now that would have been a moment to remember, and its set in stone as a reminder.
When I first started researching this game prior to release, I watched all the videos related to the game to collect information and one video I found that stood out was the -manifesto-.
This manifesto stated that “its the players world and we can affect the world in a very permanent way”. I have yet to see any form of content that met or exceeded my expectations for that quote, and so I will share my thoughts on possibilities that could make this game more interesting for gamers such as myself, my friends and others who seek a goal to chase after.
I find a lot of players including myself need to work for something, but it can’t be free, we don’t want everything handed to us free of requirements or challenges, When everything becomes to easy it becomes boring unless the end result is worth our time.
ArenaNet you said “you do not want to build the same MMO everyone else is building” so you create unique under water combat, personal storyline, limited abilities based on weapon selection, WvWvW. Thats great and all but its simply sugar coating something that already exists in other MMOs, why not something completely different that was stated on the manifesto?
-World Affecting choices and actions. I have never seen a game that could have a negative or possitive affect on the world( visually ),from the decisions of players on a server.
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This is one of the features I hated in World of warcraft, back in the older expansions we had to find the group, find the dungeon and work as a team to complete it.
The Looking For Group system was created and everything changed.
I found it made everyone lazy due to instantly teleporting everyone to the dungeon, players became increasingly rude due to the minimal effort required for forming a group or gaining entry to the dungeon (Running there).
The worst part was the cross server dungeon finder, these people you would probably never see again and because of this, no one cared what they said to each other and so there was rage, blame, loot ninjas everywhere.
If its just the server side group finder, I’m sorta fine with this because the player is on the server. People behave differently if they need to interact often with others. (Same people)
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Now for the real question:
How much is your time worth?
$10, which could get me a chicken parmigiana at the pub, if only the group killed things quicker =’(
@Kaimick.5109
“So what gives players like you the right to say what gear I can wear and can’t? What gives players like you the right to deem how I play my character”
you would be epic on games like wow lol, I have that view all the time, but when I’m in a group that is focusing on themselves to give it their all, and depending on me to also do the same, you need to give it your all if you want to progress. (Its all for the team play)
If we were both in a car, It stalls, you get out and start pushing but I refuse because I’m lazy or don’t want to, I just killed the team play and you would be annoyed. <— lawl was turned to “kitten”
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If this game is to remain as a horizontal system, they need to start creating goals that have requirements and something worth going after.
My main goal in a game is thought out something like this.
-Whats the story? A land of norn, humans so on, under siege from a dark power blabla
-Whats my story? You’re a tree born to defend the land and so on
-Who the bad guy? an evil dragon summoning undead and attacking people
-Whats his story? he lost a poker game
-Where can I find him? at his lair
-How do I get there? head to area (A) and speak with guy (A)
-what’s in it for me? your name will be engraved into a monument at the main town.
And the goal is set and my quest begins! unfortunately the final boss of this game was a fireworks display or pure …err disappointment/boredom.
edit
Imagine this as an example, Server wide events that affect the outcome of a situation.
(1)An undead king has risen once again and is unleashing angry spirits <—Becomes target
(2) two factions are made to who both want control over the situation, unable to settle between themselves they ask us to choose by proving our worth/strength and support that faction, ((A reputation race has been created.))
(3) quests / dailies / dungeon obectives are created for us to complete, depending on the side we choose, completing objectives related to that faction will increase the reputation bar for that faction.
—Rundown—
2 reputation bars are created in the UI somewhere.
Each faction has their own gear set look (Something to fight for)
As players complete quests and gain reputation for that faction, the bar will slowly advance to be completed, and a faction has been selected via popular dedication server wide.
Once the faction has been chosen, the gates of (time to whoop undead king) will be opened and we proceed into dungeon / raid events for guilds and hardcore PVE dedicated players, making our way to the kings throne or something like that.
There you have it. An easy, competitive / cooperative story that has a purpose, a game changing choice that we as a server chose, and raid / reward potential.
(edited by Gustoril.4195)
people! people. Calm down, the OP was simply stating some content that he has seen in another game, World of warcraft is one of the most commonly known MMos, It’s like any suggestion or idea that comes from another game (mainly wow), everyone screams EVIL!! and turns it away.
Also world of warcraft has gone down hill ever since it has become -World of daily craft-. The main reason I left wow was due to the dailies which forced me to complete (daily) in order to gain reputation and unlock more content. 24 hour cooldown, 3 months of dailies, that is something you can yell EVIL! at.
In closing people in this thread that keep saying MF is the devil ( paraphasing ) along with the OP need to realize this game is not about the stats, I have taken a lv. 80 Ele is all 45 yellows into fractals lv. 1 – 9 and only died 3 times and did better than most my parties did. Also being A D/D ele meants I wasn’t on the back lines casting in saftey. It is time people come to the realization that Skill does not equal Gear and gear is not determinate to skill. If you want that then go to the many games out there that offer that.
Then why are stats in the game when “this game is not about the stats”?, also the skill = gear thing is somewhat true.
The gear you’re wearing indicates the completion of content (Could be difficult content, could be easy content). The fact that you have the gear proves you are skilled enough to complete the challenge of that content to obtain that gear, therefore skill = gear.
Though gear does not make a player skilled, It helps in their performance but it’s not going to save them if they stay standing in the bloody fire! That’s like the first rule of raiding! lol
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Yeah, Um you’re in the wrong game it seem.
This is a Horizontal scaling game = Gear will never change and advance in superiority.
Such a shame really. This game would have been godly if they just introduced some vertical scaling content for the hardcore players, and since its not and they only catered to the casuals, players like us are kind of shooed away.
The main problem is the refusal to go vertical scaling game-play.
As I stated in one of my earlier posts sometime after the game was released 6 months ago.
“Leveling from 1 to 80 makes sense with the loot reward system, Increasing our stats to challenge the higher level zones.
At 80 the rewards and the grinding is there, just the items have no use because we are not needing them for anything beyond max level.
-There is no future dungeon that requires items from grinding.
-No world boss that requires items from grinding.
-No Event that requires items from grinding.
Basically we are just grinding and collecting items for nothing progressive other than visual appeal.
Usually in order to have a sustained endgame in (PVE) you need to give players a goal and then add ways to reach it = Grinding for Gear, Quest items, Unlock items, anything that adds a requirement to unlock something adds to the grind and makes it beneficial ( such as going from quest gear, to dungeon gear, to raid gear)”
Basically, You’re not going to get anything better then whats currently out there, everything is just for looks and has no real demanding purpose in game.
I know a lot of people dislike the idea of a carrot on a stick, but that’s what drive us in real life. If You want something, you work for it, If it’s not worth the trouble we don’t worry about it.
-Rules & gameplay mechanics-
-First team to destroy the opposing teams portal wins.
-Each gate destruction or fort capture must be done in order with each lane (Cannot just charge to the keep) If small forts are chosen, they cannot be retaken once captured.
-all objects behind the current objective are invulnerable (unable to damage assests behind the front line until unlocked.
-Trebuchet are locked until 30 minutes gametime
-Siege equipment will not require supply to build, Only the blueprint and available hands to help build. (Builds faster with more people)
-Siege units groups are made up of 10 units each lane per side.
-Players originally spawn and respawn at the keep (Teleportation to a front line gate/fort may be an option depending on zone size)
Siege Wars
-Description-
Battle on a lane designed map of keep vs keep. Two teams oppose each other by sieging the opposing teams defences in order to reach and destroy the enemy teams portal to halt further reinforcements, therefore claiming victory over the land.
The battle will involve two teams of 20 players spread out across 3 pathways, each path leading to an enemy gate/fort that needs to be destroyed in order to advance closer to victory.
Use the advancing AI reinforcements, siege weapons, good team work and team placement to successfully advance your lanes.
-Unit Description-
-Siege Units –
Each lane will have advancing AI controlled units called (siege units) which will act as the reinforcements and frontline units for this assault. These units will be spawned from the portal at set intervals based on distance vs survival time to the center of each path.
Siege units carry high explosive grenades/bombs designed to destroy the enemy defences if allowed to advance to an enemy gate, therefore acting as a siege weapon.
Siege units on opposing sides will engage each other when crossing paths which will create a stalemate at the center of each pathway until player interference.
Siege units will act as currency for players to collect (Siege tokens)
-Item Description-
-Siege tokens-
A currency for purchasing siege equipment, Fortifcations and siege unit upgrades, Siege tokens can be collected from enemy siege units and players.
-Arrow Cart-
Light siege weapon, good for deterring siege units and enemy players in large numbers.
-Ballista-
medium siege weapon, deals heavy damage to single targets. Affective against infantry and other siege weapons.
-Flame Ram-
medium siege weapon, Good for destroying enemy gates.
-Trebuchet-
Not sure if this should be added due to unknown map scale…. yeah why not, I’ll set a time restriction so these stay unavailable until the game has progressed a set amount (Time).
-Gameplay Rundown-
Early game will have players spread out within the 3 paths attemping to advance their siege units to the enemy gate. players will be killing enemy siege units and fighting other players to collect siege tokens, At this time only siege units can cause decent damage to an enemy gate and therefore the main objective is to defeat the enemy siege units and defend your own.
Players may also use this time to attemp the bonus objectives such as defeating the wild beasts to earn their team a temporary health and damage boost. (Early Game)
As the game progresses and more siege tokens are collected, Siege weapons will be purchased that will help in the defence or offence of a pathway, at this time siege tokens become more available, Increasing the number of tokens collected per kill, allowing the game to advance closer to an end by supplying the currency for more siege weapons and siege unit upgrades, allowing gates to be destroyed quicker.
late game will be a player intense fight located in the center of the keep in an attempt to destroy the enemy portal, halt their reinforcements and claim victory for your team. The portal itself will be very fragile and can be easily destroyed by player attacks in comparison to gates.
Players may also use this time to attemp the bonus objectives such as defeating the wild beasts to earn their team a temporary health and damage boost.(Late Game)
In the event that the entire enemy team has gathered to defend their portal, A zerg attempt to attack the portal or the use of stealth units
can be used the prevent a stalemate.
-Bonus objectives-
Large beasts will be present in the field, mainly in the zones between
the paths. These beasts will grant a temporary (10-15min) buff to the team that tags and successfully kills. The beasts are difficult to kill and will act as a -Risk vs reward- option, You can buff your team at the cost of your absence from the main battle objective.
The beasts will require 3-5 players to defeat and will respawn 5 minutes after the ending of the buff duration.
Buffs – Health % increase
– Damage % increase
-Requirements-
40+ players, 20 Red & 20 Blue.
2 keeps/large forts,(maybe castle)
12 gates, or small forts (1 way capture)
Advancing AI units (Seige units/platoon),
2 vendors (Seige units/platoon Armourer) & (Seige equipment supplier),
A large beast (Bonus)
Siege tokens,
Siege weapons (Arrow Cart, Flame ram, ballista, Trebuchet)
I have no problem with open world duels, with the condition of adding an option to disable -Duel requests-.
So for those who dislike dueling or pvp in general don’t need to worry about players spamming requests.
I honestly hate the idea of way points being everywhere.
It completely shrinks the scale of the world down by allowing players to instantly travel from one side of the world to the other, Instead of the need to travel through all the beautiful landscapes and harsh terrain that we ventured through to get there in the first place.
Really If I was on the design team, I would be so annoyed to have all my work instantly evaded =P.
As for the mounts, I would welcome the idea under the condition that 90% of way points were removed and only a single -Main Gate- such as those for Main capitals or WvWvW portals were spread out across the zones in a central location.
Such as a portal in the Iron Marches which would act as a central location to travel to surrounding areas, Dredgehaunt Cliffs up north, Fireheart Rise down south. In order to travel to these locations you would first need to take the portal to -the Iron marches- and then mount/run to your destination.
This is how I would have set out way points if mounts were part of the original plan, but since they’re not and way points are everywhere!, mounts are not really a high priority or requirement at the moment.
That is one great wall of text the top half of your story, I read it all though.
Yes when I first started showing interest in this game and researching for views and information I too also thought that world affecting events would occur that would rely on myself and those around to defend, defeat whatever, else a negative impact would occur on the surrounding areas until we banded together and fought back.
Nothing like this happened though during the time I was playing this game. Nothing was affected on a huge scale which was disappointing.
Regarding number (8) – What is the purpose of this " legendary weapon " ? Why do you want it and what will it be used for?
lets see, lions arch … alchohol …Bar brawl? lol
So like…
“Hey you! come here, take this flour to the bakery and you can keep the delivery charge”
Issued a small quest and was rewarded money.
That sort of thing?
@curtegg
Nice suggestion, which is similar to what I stated above, but by having the loot seem better for the larger versions of a dungeon just adds to the stats (increase) argument which will start this whole thread again.
Unless they’re only visual enhancements.
If you are stating that these 25 mans will have better loot (stats) then in your own words “those arguing for continual upgrade of stats and such at level 80 are fools”
(edited by Gustoril.4195)
@GAdefence
Yes, but this entire post has been about the purpose of collecting these items. I need a goal for something greater instead of just for the hell of it.
But it doesn’t matter. Again, two parties, two different opinions, no one is going to agree.
Ok so lets sum this up.
What about those who want a “gear treadmill” as everyone calls it?
from what I see is two parties, One wants a challenging endgame with a requirement (Gear,item,teamwork) system and the other just wants casual gameplay for fun.
Arena net can either cater to both or lose the hardcore player base, I guess that’s up to them if they want a different player base or not.
Clearly this is a argument of -personal preference- and there is no end to this, anyone wanting content will just need to wait for next expansion.
I just hope this game doesn’t go to waste by choosing only one side and not both.
(edited by Gustoril.4195)