(edited by Rieselle.5079)
Mike O’Brien: " Guild Wars 2 takes everything you love about Guild Wars 1 and puts it into a persistent world that’s got more active combat, a fully-branching, personalized storyline, a new event system to get people playing together, and still no monthly fees."
What I loved in GW1 but is not in GW2:
- no grinding for max armor in pve – now we need to spend like 1 month to get the ascended gear, and we only have 3 pieces. Wait if we get full set 6 pieces + 6 accessories, then from 0 to full ascended will be like in WoW (casual play)
- PvP, Team arena, random arena, heroes ascend, GvG – where is it? please Anet please!! Yes we have WWW but only GW1 players will understand.
- about 1500 skills, millions of millions builds. Build Wars / theory-crafting, Elite skills hunting.
- Guild Halls and Alliances !!!!! omfg pleeeeeease. Even in Gw1 you could see how long someone has been offline.
- Hard mode / vanquishing
- Green weapons hunting / boss hunting
Dont get me wrong, I DO LOVE GW2 and I’m still playing it since the betas. We will see some of my points in game later – like guild halls and more pvp modes but at this moment the game feels NOT ready (for me).
Peace
Combat may be ‘fun’ or rather, active but it IS boring with extremely limited skills.. can’t deny that.
I do not agree on the premise that I actually use all 10 skills on my bar plus profession mechanic skills, alternate weapon kit, forms and the like. All of those skills have a use in the correct situation.
Compare to any other MMO where you just spam fireball. Oh yea there’s an optimal routine, but just spamming fireball gets you everywhere. WoW fans called GW1 the 8-skill game. The sad fact being that WoW is pretty much a 1-skill game regardless of how cluttered your screen is.
You must not have played WoW. At all. On every class I had on WoW, I had 4 skill bars filled to the brim with skills, trinkets, and items. I made regular use of all of them.
On GW2, I frequently use 1 or 2 abilities with a few of my 6-10 skills being used if the situation actually calls for it.
I’ll be honest with this post, I’ll try to keep the nostalgia and bias low.
GW1 had everything I loved in an MMO. A story, which you progressed through quite easily, pretty much taking you around the continents, it pulled you in and made you feel like you were part of it, and you made a difference.
You had hundreds of skills to choose from and the ability to create your own build to adapt to any situation, e.g. certain missions/explorable areas, team and solo farming, PvP modes, etc. Although there were meta game builds your own builds work just as well, and maybe even better.
Titles. These were something to aim for. A long term goal. I never got GWAMM, but this gave the game the incredible 7 years of activity. People joining up and going for protector/guardian or vanquishing, or faction/point farming. It gave the community something to do, and it wasn’t a solo game 90% of the time.
There was so much to do apart from title hunting. I pretty much spent most of my time doing AB and RA. The PvP modes had so much variation and choice. It made it difficult to choose which one to focus on. The game was heavily PvP focused, and it was open for both hardcore and casual players.
Guilds had a meaning. It created small, friendly communities, with the ability to form alliances (I really miss this feature). You had your own guild hall, where fellow guildies and alliance members could hang out (I miss this even more). You could organize events for PvE/PvP as a guild. Being in a guild meant something.
Now onto GW2. Let me start by saying, what complete and utter rubbish came out of Mr. O’brien’s mouth. There’s absolutely nothing here that I enjoyed from GW1. Zero. It’s a whole new game, pretty much aimed at WoW players.
The number of skills is ridiculous. No one has any variety within their own profession. There’s nothing to aim for apart from the ridiculous grind for a legendary weapon. Title hunting is gone, pretty much a waste of time for those who earned 50/50 in HoM. Guilds have no purpose. I’ve been in 1 guild since pre-launch up until level 80. I probably stayed in that guild for a week. Giving people to hop in and out of guilds was a terrible idea. The only reason people make a guild is for the extra storage space. There’s no sense of community. Also for those interested in PvP, I know that feel bro. 1 PvP mode, pretty much a small scale AB on a very limited number of maps. I won’t count WvW as PvP, since it’s a mindless zergfest, and the biggest zerg wins.
But apart from these disappointing features, I still love this game. The graphics and the scenery are beautiful. The combat, although limited, is fun. The exploration is a lot more fun. There is no “end game”. You can hit 80 and pretty much choose your path, PvP, WvW, Dungeons, Map completion, fractals, crafting, obtaining your legendary etc etc. Although it’s tiny compared to GW1, I know this game will grow and open up new options.
All in all, this game is amazing, and I’m hoping that in time, they will improve the game MASSIVELY, like they done in GW1.
TL;DR: Disappointed with the lack of main GW1 features, however GW2 is still a brilliant game and looking forward to future development.
WvW is attritionl warfare and it’s burning people out
This is incredibly frustrating and maddening.
Notibly the Temple of Lyssa being the high platform that it is.
I’ve been knocked off that platform more than I can recount .. BUT
I’m okay with that issue even if the fall ends in my death..
However, here is the BUG that irritates the living stew out of me ….
NPC’s cannot be “knocked off” and suitably suffer the same consequences.
Rather than being knocked off the platform, they hit some invisible wall that keeps them on the platform, where they get up and come right back in my face until
I finally kill them …. or get knocked OFF the same platform by some hit from a trebuchet..
This is really a serious game bug. IF I’m going to get my butt knocked off such a high place, NPC’s should be just as vulnerable instead of this being kept on the platform by some invisible wall.
San Twocut: Human Thief lvl 80
Djorn Wolfson: Norn Guardian lvl 80
Pretty crap to say your a paying customer yet have to pay further to keep using your purchase as you upgrade your armour.
I purchased the Primeval armour at launch. Its been sat in my bank since that day. I’ll use it one day when I find armour worth using it on.
That’s why I would love to see an “armor wardrobe” introduced, similar to the Festival Hat Maker from GW1, where you can unlock appearances by showing the NPC an armor set you’re currently wearing (and it must be the complete set, not merely one piece of the set). After being unlocked, you can freely apply the unlocked skin to any armor set you’re currently wearing, although the NPC will charge you a Transmutation Stone(s) each time you apply a new skin.
The armor wardrobe would be account-wide, but certain restrictions may still apply (you cannot wear Cultural or Order armors that you don’t belong to, for example).
so it’s different to the HoM where you can get those pieces again and again if you delete it accidentally?
If it happens that you “lose” the skin for e.g. the shoulderpieces, you will have to buy the whole set again from the store?
Correct. Pretty crap to say your a paying customer yet have to pay further to keep using your purchase as you upgrade your armour.
I purchased the Primeval armour at launch. Its been sat in my bank since that day. I’ll use it one day when I find armour worth using it on.
As I see it, this is more or less the problem with the entirety of the “Town Clothes” mechanic, or any of the cosmetic skins, transmutations, etc. Any skins bought from the Gem store should go into a “collection” or a tab in the Hero panel, perhaps accessible from the same menu as the dyes. If we paid Gems for a cosmetic enhancement, we should have access to it at any time, and the option to apply it when we like. The way things work now, I actually feel discouraged from purchasing anything like this. I don’t want it cluttering up my bags/bank, nor do I necessarily want it tied to a particular character or item.
It’s especially noticeable in caves, I recall one where I had to fight 3 or 4 mobs while making my way in then a mob inside and I read a book or something and it spawned an elite. I killed it and by the time I was done, which only took me a minute at most, every one of those mobs were respawned.
This is the typical spawning in GW2.
Reading JV’s comments, he’s thinking about specific creatures respawning, whereas what players are seeing are continual multiple mobs in the same area.
So fine, your monsters are on a 100 second respawn, but when there’s 4 mobs that all spawn in the same place, it’s the equivalent of 25 seconds. Add in some adjacent spawns and wanderers, a slow-kill-speed character, and the player experience is that of instant respawns.
Again, I’d have to say in my opinion this is just a feature to watch. The way the game is now, respawn timers are something we can either adapt to or hunt somewhere else. I include it with things like risen mobs that run faster than you even after you’ve crippled them. A bother, but not necessarily broken, especially in a game where there’s not a lot of pve challenge.
It’s not like losing chests cuz of party bugs, not being able to play with your friends, traits that only sometimes work as advertised, etc.
This is super legit. 2 minute respawn rates are a nonfactor when theres 5 things that spawn so closely together. This game pushed active combat in that you are always moving about, but punishes you for actually doing so because of the insane enemy density in some areas.
My experience with this comes from a necromancer point of view, so it might be extreme. I am constantly running around kiting enemies and winning the battle of attrition against an enemy, slowly. If during this time I aggro another enemy, the first enemy might be respawned by the time I kill the 2nd, or shortly after. I notice this most when tackling veterans with nearby regular enemies. If I pull the regular enemies and kill them, they will respawn before I even kill the veteran because I kill much slower than a warrior, for instance. Orr is also awful for this because anywhere I try to kite to, I end up pulling at least one other enemy. My solution in densely packed areas is just to auto-attack and spam cooldowns without moving or dodging and rely on my heal to keep me alive. This type of gameplay is not only incredibly boring and monotonous, but also goes against the game’s promise of active combat.
Edit for typo.
Also, the spawn rates in cities are obviously busted. I never see hostile mobs spawn in them at all.
>.>
The default respawn rate is 95-120 seconds …
I’m sorry to say, but: no way that respawn rate of normal mobs is 95-120 seconds at the moment. Typical respawn rate is MUCH higher. Often, they respawn as you kill them. This happens all over Tyria, from level four elementals in Norn starting area to level 80 bears in Frostgorge Sound. It doesn’t matter if you’re alone or with other players nearby. Sometimes, you can’t even type in guil chat before being jumped by a respawn. It’s just crazy.
I’ve reported many locations with extremely high respawn rates. I don’t bother anymore since nothing has been changed.
I wonder what’s intended respawn rate mobs in Orr.
Edit: I think respawn rate is set to 0-120 seconds. It’s possible that some mobs respawn in two minutes, but typically they respawn much faster.
Edit #2: thank you to communicate with us mr. Vaughn, much appreciated.
(edited by Zepour.4965)
Badges of Honor need to be thought over.
Supply Dolyaks just wander from point to point, you can kill them for personal gain but the impact that makes on the enemy team isn’t noticable or intuitive. Defending involves standing on walls and trying to ninja siege control. Using siege means just spamming 1 button over and over.
This statement is so utterly wrong in concept, design and execution, it makes all the other walls of text you wrote completely irrelevant.
Commander Plok The Original Leader of Shadow of Agony [GOAT]
I don’t agree that we should be able to whisper opposing forces. Anonymity suits the format, since the goal of WvW is to attack an entire server rather than one individual.
You’re making a leap here and I don’t see the connection. If we saw player names entire servers would target one guy? Why?
If you want to talk to a singular opponent you do have the option to invite them to your party, and it is up to that opponent whether to accept your request or deny it.
A reason people are requesting this is because, if history is any indication, it’s not intended and will be removed. Also only about 2% of the userbase even knows how to do this, so the amount of communication is way lower than it should be. Formally introducing a way to talk would make people aware of its existance, and making it easier would make communication way more common.
I’ve been on the receiving end of nasty /whispers before the report function was fixed, and let me tell you no one should be subjected to flaming or trolling just because they win or lose a battle. Block is not the solution. The game is fine the way it is. Stop the poor behavior before it happens.
Wow. You are saying people should be banned from talking to each other because there’s a chance that it could be rude? That’s a really weird way to think of interaction. Getting 1 out of 10 rude whispers involves hitting report if you care, and block if you don’t. If it’s really so scary to people, then just have a toggle to hide/show name in WvW.
Going to be honest, going by your post, you sound pretty paranoid about people in general.
I completely agree with Pinko.
While I understand the thought process behind not allowing names to be seen, this game thrives on the community. How can you build a community with grudges, feuds, competative fun without knowing who the enemy is? In the 20 some odd years I’ve been gaming I’ve always seen the ability to know who your enemy is to be a positive rather than a negative.
I would like to be able to say, “Oh look, it’s Snow’s group! It looks like they are gonna hit the supply camp, lets see if we can ambush them! Watch out for their mesmer Danicam, he hits hard!”
Right now we have nameless huge blobs of non-descript people running around in circles.
Sure, there are some idiots out there that will abuse people… report them, move on, watch the ban hammer fall. Easy.
Now Musty Britches since someone decided Shortbus Rider was offensive… [LoS] [NSP]
Well it appears the Zerg rush transferred out of IOJ and to CD. Haven’t seen much of IOJ but I can’t throw a rock without hitting a CD member.
/facepalm
IoJ has never had a large WvW community. It just has very committed players that work very hard. The reason you’re seeing less players now, is the excitement of being in a new tier has worn off and people aren’t putting in extra hours anymore.
Along with the plush griffon
Now, the Charr plushie is all very well and good. But we all know what the real star of this game is: the Quaggan. They’re adorable, cute, and they sometimes turn red and eat your face off. Everything needed in a fuzzy plush toy that you can squeeze and hug and call George. This needs to be made and then sold in the online shop, so I can buy one.
And a man who trusts no one is a fool.
We are all fools, if we live long enough.”
1. When you complete a heart, it becomes blue and you can complete it again once a day for a “heart token”. With a lot of those tokens, you can check a trader and buy exclusive rewards such as skins/minis/black lion keys/legendary components/ascended components/skill points/karma/money…
2. When you complete an event, you get 1 “event token”. When you complete one that you have never completed before, you get 3. With those tokens, you can get even more rewards that with hearts tokens.
See? Players rush hearts all across the game everyday and seek constantly new events. That’s what I call:
Replayability.
Inb4 somebody calls you vocal minority and a “complainer”.
GW2 was never a WoW killer… it’s a GW2 killer.
No wonder they don’t make the game population public.
Saw this on reddit and it made me laugh :P
Would it be called an exploit then at 0% margin? And at negative?
Yes. The exploit was not the market rebalancing/prices but the fact that recipe used 1 jewel instead of 3, which allowed to keep it for further crafting 80% of the time at 61c/salvage. All other recipes use 3+ jewels, and all jewelcrafters know this.
So it’s an exploit because someone at ANet didn’t have the brain to notice it was only using 1 jewel instead of 3? Don’t they do any testing, why are people being punished if it was ANet they messed up? I sure like the responsibility being shrugged off onto the player base (again) like previous mess ups by ANet (ie t3 cultural skins being on karama vendors since launch and only changed a couple weeks ago). Kind of getting annoyed with the poor management and handling of this game :\
This case was not that much of an “exploit” as an unintended market rebalance that happened suddenly and some players were able to profit of.
Note it wasn’t a loop generating value out of nothing but converting finite resources into other finite resources. The market found new balance where repeating the loop made only a small (around 10%) profit margin. If more people knew this method the prices would move further, past the equilibrium, to a point where this loop would be causing an actual loss.
Example equilibrium – 0% net profit from the loop:
Mithril Ore = 85c
Snowflake = 28s
Ecto = 23s
(assuming return rate of 90 ectos per 100 salvages with Master’s kit)
We were pretty close to these prices.
Would it be called an exploit then at 0% margin? And at negative?