(edited by Yzen.1256)
Showing Posts For Yzen.1256:
To me this feels like asking your friends to reenact something funny that happened at a party you missed because you wish you had been there.
It’s fundamentally better for some things to be “had to be there.” That’s what makes being there fun.
You really only have to do Lion’s Arch once to get the story.
I did it about 8 times and was sick to death of it by the end; I can’t imagine wanting a static event to drag on longer than that.
What am I missing that it is that you want out of the event?
I realize this has been talked to death, but somewhere I started hearing rumors that maybe, just maybe, ANet was going to slow down their content patches to give the non-obsessives some time to finish things.
And yet, I’m still seeing the same old, tiring behavior as they continue to the finish of Living Story, season 1.
Here’s to hoping season 2 is actually paced well and interesting enough to warrant three- or four-week rotations.
When you say “time to finish things” what do you mean?
I don’t play much (few hours a week) and I had plenty of time to see the Lion’s Arch event thoroughly.
By “finish things” do you mean acquire the 250 Found Heirlooms required for a completely optional, cosmetic item?
I completely disagree with the premise of the quoted segment of the OP.
Your character isn’t getting weaker in relative terms in a progression model, because you aren’t limited in your interactions to the newest content.
Yes, the newest and greatest raid instance is harder than the last, but when you’ve geared up from it, your power relative to the rest of the game (which continues to persist) goes up leaps and bounds. The only way in which this “sadistic exercise” the OP describes exists is if the character in question restricts themselves purely to the newest content.
The rest of the game is still there when you’re latest-and-greatest raid geared. And there’s a ton of fun and profit in going back and wrecking it.
I opened this hoping it would be about the Everquest guild of the same name on Xegony.
No avail.
I’m having some serious deja vu here dating back to the Everquest ranger boards circa 2000-2003.
Yeah, I always compare hardcore FPS gamers to MMO gamers.
As someone that has played a kittenload of both, I fail to see how they are mutually exclusive.
Good gamers always want to be set apart by their skill, not by the dubious distinction of having punched the clock more than the other guy. It doesn’t matter what the genre is.
(edited by Yzen.1256)
Casuals are fickle, whimsical, flaky, unreliable, annoying little kittenhats. It breaks my heart that developers are forced to hand tailor games to suit the casuals more and more every year just because they outnumber hardcore players. Casuals love to argue that they deserve all the accommodations because they are the majority. They don’t give two kittens if this means the game becomes cheapened, watered down, or dumbed down.
Here’s a thought: If you are too casual to keep up with any particular game, why don’t you go find a more casual game and stop trying to make all of the hardcore games less hardcore?
I think it’s hysterical that you call yourself hardcore and then want crutches to be able to beat players that play less than you.
You have a lot of company though; most self-acclaimed hardcore MMORPG players are weenies about competition. I’ve never seen a hardcore FPS player whining that they deserve advantages for time played above and beyond the personal skills they’ve developed with said time.
(edited by Yzen.1256)
Maybe I want to take up an accredited profession well away from the ‘front lines’ and become a merchant? Maybe I want to specialise in a very esoteric area of spellcraft or martial proficiency, sacrificing my overall effectiveness in exchange for taking on a very uncommon but useful role in society? Maybe I want to express my creativity, principles or knowledge in a way that allows me to share and be recognised for my contributions? Maybe I want to join a particular village or city and set down roots, have a family, build a garden, or start a cult?
This is the very reason why EVE Online works.
I am still waiting for the day when one developer will one day pull his head out of WoW’s rear, have a sudden Eureka moment, and start implementing this to the fantasy genre too.
So far I thought that ArenaNet will be that developer, but I think we can throw that out on the window now.
What’s left to await I guess is The Elder Scrolls Online. Bethesda is kind of a hit-and-miss studio but after the positive surprise that Skyrim was I think it can go either way.
We already had it, in Ultima Online.
And then Everquest’s sales and revenues beat the pants off of UO, and every game since except for EVE has used the EQ model instead of the UO model.
1- “Hearts and Dynamic Events are just like regular quests, kill this, protect that..”
Easily the most common complaint people have, and I simply cant understand the reasoning, its like complaining about Super Mario Galaxy because all you do is jump and collect stars, or complain about Portal 2 because all you do is complete puzzles and ride elevators.
What did you expect? Its a fantasy RPG, of course you are going to spend most of your time protecting villages and killing bad guys and collecting treasure, that’s the ENTIRE point of the genre! This game did it in a way I have never seen an MMO do it, I actually enjoy exploring every corner of Tyria and completing every heart and D/E I see, I agree that there is more room for variety but this is a huge step foward in the genre, this game spoiled me in a way that I could never go back to older questing models.
That’s some very shallow RPGing you’ve been doing if you think that’s the point of the genre. If I’m going to play a Thief, you can bet that he’s not interested in “protecting villages and killing bad guys and collecting treasure,” as much as robbing villages and killing anyone with a price on their head and stealing treasure. And that’s just one example.
People are disappointed because the “d” in dynamic events is extremely lowercase; they’re just retooled quests ala WoW, static, repeatable, and unaffecting of both the world and your character. It’s the same spoonfed content we’ve been getting in recent RPGs.
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There’s really only so much you can do with a combat system that uses target selection.
This one is especially odd because it allows projectile dodging for the target but no corresponding available action on the part of the shooter (e.g. leading the target) to combat the fact that projectiles can be dodged.
That’s why free-shooting games like Team Fortress 2, etc. offer infinitely more dynamic gameplay, despite having fewer “skills” per character. The importance of position, cover, and movement are all greatly reduced when your enemy is permanently locked onto you.
I write here why i won’t be playing this game anymore, because as there is no monthly abonment, it’s the only way for me to give my feedback to Arenanet.
It’s one thing to sell 2 millions boxes on promesses and massive advertising, it’s another thing to satisfy your customers with the real product you give them.Basically, what i don’t like in GW2 (but in fact it’s the tendency of these last years in PC games) is that it’s not anymore a mmorpg, but it’s an mmo"action game".
Fast fast fast, always faster, always more action, “fast-paced” fight, “dynamic” gameplay which in fact very soon fail to hide a chronical lack of richness and depth, just like these zillions of hollywoodian movies where there is always more action, faster action, shiny effects, and the scenario is always poorer…
I’m not a teenager, and i don’t want to play console type games on my PC. I don’t want to be permantly under a frustrating stress. Maybe this game is mainly made to attract the new generation, but for my part i find absotutely no pleasure in it.
It’s not too hard by its cleverness, it’s artificially too hard by unfair and unpleasant mechanisms based on reflexes over reflexion.
If i want such a game i buy a console. On my PC i want to play something more intelligent, more interesting than endlessly and aimlessly fighting monsters in such a chaotic way.
Of course, i don’t have to play GW2 if i don’t like it, and that’s why i have removed it from my PC. But as paying customer, i have the right to give my feedback as much as the ones who like this game, for i have payed the same price.
I could just forget it and go play something else, but the problem is that it’s not an isolated case, most PC games nowadays, be it online or not, tend to become console games-like.
Then what’s left for people who don’t enjoy this hysterical gaming experience and prefer something more slow paced, but with a deeper content and richer mechanisms ?
Really not much.
But my question finally is : are we really such a small minority who don’t enjoy the way the new PC games are designed ? (and all entertainment and cultural products in general).
Do you make this observation in light of any MMORPGs you’ve played?
I ask because I find this game similar in pace to every MMORPG I’ve ever played.
I’m thinking it’s just a genre issue, not a matter of “these newfangled computer games.”
You just sound like a turn based, or semi-turn based (ala Baldur’s Gate and Neverwinter Nights) gamer. The speed your asking for sounds intolerable to most users in a massively multiplayer environment.
Lol, this joke of skill, you should know how to play your class once you reach 80 and all the inner tweaks, combos and such by the time you reach 80. You don’t hit 80 and then have no idea how to play your class then tell yourself “well, I gotta work on my skillz now”.
There doesn’t have to be a grind for gear but there certainly is a wall of no progression once you hit 80 and it’s really turning people off from even logging on anymore. People like to invest their time into one character to see it get better and better and also to compete with others as well. The gear grind is just a form of competition with other players.
Those people should probably find a different game, then.
You all seem to forget that a lot of us are all old school MMO players. I myself never played GW I hated how everything was instanced, but have been playing MMO’s since EQ1.
Times change, and with them games change and what gamers want change as well. Anyone who sits here and denies the fact that WoW was probably one of the most successful MMO’s to date is a moron plain and simple. As games change and the expectancy of the people who play them change any company trying to make a popular and long time running game has to learn to change with them as well or they’ll just fade away.
What may have worked in the first GW might not work now, yes the first one will always have it’s loyal fans as will any game, but the number of people who played GW does not come close to the number of people who played WoW or some other MMO. It is a new audience and a new breed of gamer playing this. and Anet will have to adapt with this or possibly face the same fate as a lot of the other recent MMO’s.
Arenanet doesn’t have to adapt to anything. 2 million boxes sold.
No subscription fees to work hard to retain.
Their game design philosophy and their business model sets them apart from the other MMORPG companies. They don’t need to constantly dangle the carrot to keep you subbed. Their success is measured in box sales, not in how many current subs they’re carrying.
This gives them significant latitude in design, and what they’ve done with that latitude in the franchise’s history is to NOT BE WOW. No one denies it was a successful RPG, but many of us will deny it was a good one.
SlimeA
HP: 100
MP: 0
ATK: 10HeroA
HP: 200
MP: 20
ATK: 20Yesterday:
After 5 round, HeroA is victorious.Today:
After 5 round, HeroA is victorious.Tomorrow:
After 5 round, HeroA is victorious.1 Year from now:
After 5 round, HeroA is victorious.Taking aside the perception of skill, HeroA may have slain many slimes throughout time, but every encounter ends the same. He does not kill it any faster or any better today than he did yesterday or in the future.
There’s no sense of growth in the character and no reason for attachment. They could have just done away with leveling of the characters like they do for PvP.
Holy slippery slopes. The fact that they have avoided ad infinitum endgame progression means that there has never been a sense of growth or reason for attachment?
You get the sense of growth and reason for attachment from 1-80. That’s the point.
Lol, this joke of skill, you should know how to play your class once you reach 80 and all the inner tweaks, combos and such by the time you reach 80. You don’t hit 80 and then have no idea how to play your class then tell yourself “well, I gotta work on my skillz now”.
There doesn’t have to be a grind for gear but there certainly is a wall of no progression once you hit 80 and it’s really turning people off from even logging on anymore. People like to invest their time into one character to see it get better and better and also to compete with others as well. The gear grind is just a form of competition with other players.
In most shooters, everyone has access to the same gear and abilities, and yet kill/death ratios vary wildly according to player skill. When I first played TF2, I struggled to maintain a 1:1 K/D ratio; now I can consistently maintain 4:1, and often much higher, depending on class and the skill/makeup of the other team.
That’s what endgame progression looks like when you take away the crutch that is gear.
Why oh why do people play a hunter/ranger and complain about the main feature mechanic of pets. Pets are the primary source and quality of a ranger/hunter. If you don’t want a pet then play a thief or a warrior. Players like Drosser have no clue on what a hunter/ranger class really is. I guess they are stuck on the definition that Aion provided which btw goes against most mmo designs of the hunter/ranger class. Drosser if you really want to play a kittenized version of a hunter/ranger please go back to Aion.
If Aion is the best precedent you can come up with for Rangers, you know little about them.
Rangers have been a staple of RPG and CRPG gaming forever. Game design giving them pets is a direct attempt to try to parallel the Hunter class from World of Warcraft under a different name. Historically they don’t have them in RPGs.
Some notable examples in PnP and computer gaming:
Advanced Dungeons and Dragons (1978) added the ranger to fantasy gaming. No pets.
Wizardry series, 1981-. No pets.
Ultima series, starting with Ultima IV, 1985. No pets.
DIKUMUD games (many), 1990-. No pets.
Elder Scrolls series 1994-. No pets.
Everquest, 1999. No pets.In RPGs, Rangers are historically a dual-wielding and/or bow-using, medium-armor, spellcasting class.
Guild Wars is the exception to this, not the rule.
We shoot magic arrows, we call the spirits of nature
We seem to follow the standart of spell casters
And what this thread is about is pets. Some people that historically have played rangers in RPGs don’t like them, like the OP. The pet was not a core mechanic in GW; you could just put your points in the other masteries and ignore pet use entirely.
You can’t do that in GW2.
Why oh why do people play a hunter/ranger and complain about the main feature mechanic of pets. Pets are the primary source and quality of a ranger/hunter. If you don’t want a pet then play a thief or a warrior. Players like Drosser have no clue on what a hunter/ranger class really is. I guess they are stuck on the definition that Aion provided which btw goes against most mmo designs of the hunter/ranger class. Drosser if you really want to play a kittenized version of a hunter/ranger please go back to Aion.
If Aion is the best precedent you can come up with for Rangers, you know little about them.
Rangers have been a staple of RPG and CRPG gaming forever. Game design giving them pets is a direct attempt to try to parallel the Hunter class from World of Warcraft under a different name. Historically they don’t have them in RPGs.
Some notable examples in PnP and computer gaming:
Advanced Dungeons and Dragons (1978) added the ranger to fantasy gaming. No pets.
Wizardry series, 1981-. No pets.
Ultima series, starting with Ultima IV, 1985. No pets.
DIKUMUD games (many), 1990-. No pets.
Elder Scrolls series 1994-. No pets.
Everquest, 1999. No pets.
In RPGs, Rangers are historically a dual-wielding and/or bow-using, medium-armor, spellcasting class.
Guild Wars is the exception to this, not the rule.