Good list. Agree with all your points, some are a bit more cynical than you might suspect. For example, the three currency system has been carefully designed to prevent the perception of pay-to-play with most of what karma buys being soul or account bound and karma being only earned through play.
Gems must exist separate from coin because it gives ArenaNet the ability to control the market. $10 USD may buy your 32s in game coin when the gates first open and nearly two million people are on-line. Moving forward as the launch rush crowd has died down ANet needs a way to entice the ones who are playing still to spend more in the cash shop to make up. It’s simply math really, Instead of having 100,000 people all spending $10 a month in the gem store suddenly yo only have 50,000 people and you need them to spend $20 a month in the gem store to keep the income current.
How do you do this? You make it so $10 USD now buys 62s instead of 32 and next week when only 32,000 are playing you increase the value of gems even more and make it so $10 USD buys 80s, etc…
This is what they have created. I don’t have a problem with it as it gives us reason to watch the market and it allows them to get some stable income from the gem store.
I actually have 0 problems with the gem system! I’ve bought quite a few gems myself.
I think epicness really depends on the feel you want to have for the game.
“So if you love MMORPGs, you should check out Guild Wars 2. But if you hate traditional MMORPGs, then you should really check out Guild Wars 2. Because, like Guild Wars before it, GW2 doesn’t fall into the traps of traditional MMORPGs. It doesn’t suck your life away and force you onto a grinding treadmill; it doesn’t make you spend hours preparing to have fun rather than just having fun; and of course, it doesn’t have a monthly fee.”
And yet people don’t get it.
I actually think the journey there, and that feeling of constantly becoming more powerful is generally very rewarding. Guild Wars [Prophecies] did this almost perfectly, as once you hit 20 you had already gone through an adventure to reach endgame. By then you had to face level 20+ areas for the rest of the game.
I have to disagree with the greater majority of the OPs points. The original posts display a vast lack of knowledge of a great many things. He has no clue or concept of the business plan, and thus fails to understand simple things such as transmutation.
Based on his comments about the combat system, it appears to me that he failed to grasp his main class, or possibly any classes , even on basic levels.
Honestly, his lack of knowledge or understanding of the game is somewhat embarrassing.
Lol yes I know nothing of the game, especially since I’ve been following it since it was first announced during Eye of the north.
Ditton: as a Guardian I will be logging in game to give your suggestions a try. Maybe I am simply reading the tooltips wrong not gathering a good enough group to run dungeons. I’m also having a hell of a hard time getting a competent group to run CoE.
I find this game extremely boring too.
I’m a solo player and I always enjoyed being guildless, but due to the pathetic LFG system of this game, that kinda prevents me to do anything except pve grinding.
I haven’t reached lvl 80, I’m stucked at 75 since about a month, so I have no idea how PvP and WvW are, yet I am not eager to find it out.Ahhh, if only I could trade my GW2 box with a fist of pot…anyone?
I’m pretty big on PvE and although GW was originally designed to be a PvP centric game, the PvE is what captivated me.
Maybe in the future Guild Wars 2 will become more exciting through content patches and revisions.
1. As a Guardian, I am only using a greatsword, scepter and staff. The abilities on these weapons vary from purely situational to cooldown mash. The key to keeping the grind not as boring is to try new weapons. I tried out a shield, focus, torch, hammer, sword and mace before settling on these three. It takes a bit of time to unlock all of the skills for all of these weapons.
2. I think the community is actually pretty good. However, I currently don’t see a point to having a guild other than to have some bonus banners and a consolidated chat box. I usually never party with anyone unless I’m going to do a dungeon.
3. Dungeons are pretty challenging when done with an uncoordinated group. In fact, with pick up groups it can get close to frustrating. However, there is not to do at end game other than to farm for a legendary, repeatedly do dungeons for armor or level your crafting for X reason. I did feel like it was time to start a new character once I hit 80.
4. I love the open world. It is a very beautiful world and I wish I had more incentive to visit all of it. I hate the story. The personal story and story-mode dungeons are so hilariously bad that I refuse to ever do them again. I also hate the skill system. But to each his own!
As long as you have fun it doesn’t matter what progress you make in the game.
I’ll just chime in on a few points here.
- I don’t mind the myriad of currency systems. Gold is a base currency, used for the open market, and Gems are the cash shop currency. Karma is a currency that’s (supposed to be) proportional to your time spent playing. Dungeon tokens apply to dungeons, WvWvW tokens apply to WvWvW.
The only thing I mind about these systems is how messily some of them are implemented. Gold and Gems are alright, and it appears as though Anet spent a metric crapton of time tuning this. However, Karma isn’t really rewarded proportionally to your time spent playing, as it basically is only granted for Events. Dungeon tokens are irritating because you’re forced to run a single dungeon multiple times over to get a particular set, but the flip abuse case is everyone just runs CoF because you can farm that the fastest. WvWvW currency is only granted for enemy player kills, meaning that you better hope you get a Cannon and a high pop server or you’ll be starved forever.
- The core issue with combat in my opinion is customization. There are plenty of editable buttons all over the place, but none of them really do much of anything. Traits other than the T3 ones are painfully boring (%CDR, %Damage, %Mitigation…zzz) and the stats end up being a detriment to themselves after Lv20 due to exponential base stat scaling. Utility skills are all over the map, with a handful being mildly interesting, some being useful but extremely boring (Signets in particular) and the rest just being skill point traps. Elites are caught in this really annoying situation where they’re not powerful enough to feel Elite, but are also too powerful to have their cooldowns slashed.
The only real difference to be had is Weapon Swapping. Yes, I’m even throwing the Ranger, and Engineer profession specific skills out the window because those basically just amount to another set of crappier Utility skills. Weapon Swapping is at least mildly meaningful because you can shift to archetypes like Melee AoE, Melee Single, Ranged AoE, Ranged Single, etc. But even then…these particular archetypes usually aren’t interesting at all. Far too many abilities feel like they’re supposed to be used on rotation, and the ones that don’t either have absurdly long cooldowns that prevent the abilities from properly fulfilling their purpose, or they’re so situational that you may never get a chance to push the button.
I guess I just couldn’t put it correctly in the OP, but this is EXACTLY what I mean about the combat and skill system lacking depth.
he’s not demanding, he’s stating his views on why he thinks it’s not good.
The fact that he says he won’t play it unless changes are made, is not a demand. it’s a conclusion he came to for himself.
Even if I didn’t agree with a single point made in his point, I still would find his post more usefull than yours to be honest.
Argue with the points, don’t blatantly attack the person.Strawman? This isn’t an attack on the person. Those of us who have been around awhile have grown tired of these types of posts. They come in different forms but all aim at achieving the same goal. In this case, the OP, likely creative himself, wants to create a game but likely does not possess the ability or network necessary to create something to the scale as a commercial grade MMO. So instead, he tries to push his vision of a video game by attempting to gather support from the community for ‘his’ ideas in hopes that he can, in a way, bully the host game company into making changes to match his vision.
The fact of the matter is this: these posts never achieve those changes no matter the outcry, how well written, or how well supported. All they accomplish is making the host game appear inadequate and give the wrong impression that the “community” disapproves of the game. Internet forums are heavily weighted in complaints (instead of praise, which is usually the majority opinion). It gets old and my advice to you youngins who believe you can do better is this: go do better. Don’t complain about what you have currently. Buy a game to play it, not change it. Meanwhile, go create your vision. But don’t be surprised that after putting your heart and soul into something, that your forums are flooded by others who want you to change your game to meet their vision.
OP here, well said. Maybe game design and game programming are careers I should pursue.
Although I do think many things about Guild Wars 2 should be different, it is not my intention to bully the development team. My intention is to make aware things I would like to see implemented and changed because I’m simply just not having fun.
I will do as many loyal fans have advised on this thread and be leaving Guild Wars 2.
However, one thing that you may not understand is that my post is not directed at the community. I could give three kitten what the community thinks. I’m not trying to sign a petition to considerably change the game. My post is directed at ArenaNet and I currently have no form of contacting them other than through these forums. It’s to make them aware of issues that bother me as a long-time Guild Wars player. It may sound like I feel entitled for change, but this is not the case. I am happy many players enjoy Guild Wars 2 in its current state and maybe there are some things ArenaNet can change that will not affect other players very much and will encourage me to relog. Maybe this game will never change.
The point is that yes, you are right I’d like to begin to develop my own video games, and no, I am not “trying to bully the development team by gathering support from the community”. I am trying to tell ArenaNet why I am leaving and what they can do to win me back as a customer.
(edited by dimgl.4786)
I played over 6000 hours of GW1 and I was disappointed at the beta events. I did feel I wasted my money in pre-purchasing the game.
And yet, I decided to play the game anyway upon release since I bought it and why not give it another shot.
1) GW2 is very different than GW1. This is true for sure, but it isn’t by definition a bad thing. What can be annoying is that GW2 is made by the same company and you might have the expectation that certain things that were really awesome in GW1 are just not so awesome in GW2. But then there are things GW2 has that GW1 never did have.
2) GW2 is a game with a persistent world and as such is a true MMO. GW1 wasn’t. It makes for a different type of game. I know it can be annoying but the truth is that it really is a different type of game. Therefore some of our expectations as GW1 players were simply unrealistic.
3) I don’t think GW2 is a grind game. Getting exotics through dungeoneering wasn’t that hard to and with the updated rewards it’s really doable for almost everyone.
4) The personal story line. Ok there I do agree that it’s particularly poorly written. The convo scripts are hideous and the voice acting doesn’t make it better. Perhaps I was spoiled by SWTOR (for all its mistakes, the story lines were very good and the voice acting as well), but in the end I just skip through them most of the time even if it’s a new story line arc I never did before. It hurts my brain to listen to that tripe. On the upside it’s just a small part of the game. So it’s ok for me, albeit a missed opportunity.
I remember Anet saying that they heard that people complained about all the wall of text story telling in GW1. I will take the stand and apologise for complaining about this, but I had no idea that they had something planned that was actually worse.
Oh well no game is perfect.
5) Crafting. Also here I must agree. Any other game I played I was a crafter. Even if it wasn’t worth it in the sense of making money with it, it was still fun. I don’t find the system here fun. It seems they took most of the bad elements from the Aion crafting system and added their own twist to it. It’s the first game with crafting where I actually haven’t gotten into crafting. Others probably disagree but for me it’s a crap system since it’s not very transparent and the whole discovery system is annoying to me as well.
I mean I’ll leave it at that because there is way too much you posted for one thread but mostly I don’t have the same issues as you do and I like GW2 for what it does offer, more than not liking it for what it doesn’t offer. As long as that’s the case I’ll be ok.
Thank you for your post. Yeah the crafting system is a little bit of a let down compared to other games… most notably Guild Wars.
Is someone putting a gun to your head and forcing you to play GW2?
no.
Then play something else.
(Sarcastically) Thank you for your constructive post.
I’m just trying to like the game, is all. Haven’t had trouble playing it, I find the game to be incredibly easy. I’m just simply not having fun…
(Sincerely) It’s obvious you really wanted to like this game otherwise you wouldn’t have put so much effort into this post. Maybe it’s just not for you, maybe you had it in your head it would be one certain way and when it’s not. This is not the game for you.
(Sincerely) I hope you enjoy whatever game you move to next.
Had to channel my inner Elcor there.
Been playing games for over eight years… I’m 22 now. Maybe it’s time to throw in the towel. I did have a certain vision for Guild Wars 2 and I said I’d quit for a while if I didn’t like it… similarly, BF3, ME3, SWTOR, D3 all gave me some cheap thrills before becoming incredibly stale to me. I think it’s time to move on. I’m thinking of just developing my own games (given that I do love other games made by smaller development teams, like MC, CS:GO and BL2).
(edited by dimgl.4786)
Thank you for your responses guys…… even if I agree with very little that has been said as counter arguments. Feels a lot more than blatant attacks than anything.
Why don’t you go make your own game instead of demanding others to change theirs to fit your vision?
I’m not demanding ArenaNet to do anything. I’m just saying why I don’t like the game and where I think they can improve. But it’s funny you mention that, I’m currently working on a 2D RPG (mostly 2D because I don’t have the resources or a sizable development team).
I, too, agree that the game was centered around a business model to appeal to players coming from other MMOs…
If you guys wanna see the downvote train, take a look at the Reddit link:
http://www.reddit.com/r/Guildwars2/comments/124hen/opinion_i_really_just_dont_have_fun_playing_this/
I don’t mean to be offensive but all I really got from each of your complaints is that you are not a fantastic player who has also been playing with frustratingly bad players, so it’s no wonder you’ve had a bad time.
I’m sorry you don’t like the game, but I for one am glad we simply didn’t get a GW1 clone. I loved GW1, I played it for years, but by now I am ready for something new and fresh. I love all of the aspects you complained about, except for magic find armour.
Hopefully GW1 will be kept up and alive for years to come so you can continue playing it. GW1 was a great game., but please don’t moan at Anet for trying new things and being a little innovating , I support things advancing and moving forwards. GW2 is a great game but it seems as though you’re looking through clouded glasses because you expected it to be the same as GW1.
Sorry, this is not an excuse. I’ve been able to complete all end-game dungeons, primary story line, and before quitting I was just about to have all of the tokens required to complete my CoE armor set. I would not consider myself a bad player not even by a stretch. Theorycrafter? No. Bad player? Not even close.
End-game and dungeons
- Dungeons – loot system gives you garbage – Currently, there is no real reason to run dungeons other than to farm tokens for armor and weapons. This would be okay, if dungeons weren’t incredibly boring and unrewarding. I have never received a drop in a dungeon that has made me excited. It honestly feels more like a chore than a game. If a crafting system like the one I mentioned earlier was put in place, all players could run dungeons of their choice and still be rewarded for playing through them without having to wait until the end to receive tokens.
- Dungeons – waypoints kill the challenge – WHY are there waypoints inside of a dungeon? Explorable mode is supposed to be extremely hard; it’s the ONLY endgame. Currently, you can run back to a boss every time you die because it is more lucrative to run back. Instead, once players are dead they should stay dead until a team member revives them. If a team wipes, they must start the dungeon all over. This is the only way to create an effective dungeon system that encourages teamplay and smarter game mechanics.
- Dungeons – enemies aren’t challenging enough; instead have too much life – What’s with these enemies that take fifteen minutes to down? I don’t want to spend half of the dungeon strafing around a boss trying to take it down. I rather wipe, run back using your flawed waypoint system, and take on the challenge again until it can be mastered.
- End-game – world bosses are uninteresting – Seeing the Shatterer during the press events made me extremely excited to see these huge hulking behemoths ravaging through Tyria. Now that I’ve played through all of the world bosses many times, their appeal wears off. These bosses should be interesting! Have them raid a town, have them fly around, maybe have them swipe their hands and send all players flying back. There is SO Much that can be done with these battles and this is a big chance that ArenaNet can use to prove that they can make a truly cinematic experience.
Story – The story is the worst part of the game. The world content is great, but I will never play the story again. It’s simply abysmal.
Although I pretty much dislike everything about this game, I wish you [ArenaNet] the best and I will be checking out Guild Wars 2 from time to time as it gets patched. It just sucks to think you guys spent four to five years developing this game and yet so many game design flaws slipped through the cracks.
TL;DR: I’m a former Guild Wars player and Guild Wars 2 doesn’t make me happy. ArenaNet has sold me out. Will most likely not be coming back to this game.
(edited by dimgl.4786)
Combat system
- No depth – This is, for me, the dealbreaker by far. While I can see how this is a step up from most games, it is definitely a step down from Guild Wars. I don’t mind playing a game where the graphics and story suck but the gameplay is great. I don’t feel that this is the case with Guild Wars 2.
- No depth – too many weapons, not enough useful skills – This is a problem that is most apparent with the elementalist class, where you can wield many weapons with many different affixes that mostly do the same thing with slightly different effects. Why not limit the amount of weapons each class can use, and then allow relevant skills to be swapped within the primary skill bar, including skills that significantly change gameplay? This brings two benefits: players can now arrange their skills however they want, and players have a real choice in gameplay. Also, why can a warrior use a bow? Why can a ranger use a sword? Why can a necro use an axe? None of these design choices make sense. Why is a torch a weapon? This is so infuriating.
- No depth – traits are poorly designed Traits may as well be renamed to attributes. The only real reason to use traits is to boost certain stats. Although some trait lines are useful, the current system makes it hard for developers to make all traits useful and viable in real builds. This system should instead have been created to increase the effectiveness of the skills your character uses… just like in Guild Wars and in World of Warcraft.
- Combat sucks – I don’t think I can put into words how much I hate this combat system. During the BWE and through most of 1-79, the combat didn’t feel so bad. It felt like it was designed to make agroing a lot of creatures easy. Once I hit 80… it all went downhill. Effects are all over the place. Scrolling combat text doesn’t give you enough information to understand what is happening on the screen. The agro system makes absolutely no sense; want to take a mob off of somebody on your team? Just hit it with everything you’ve got and good luck chasing it while your teammate runs away. Want to learn how to make your character more survivable in explorable? Just boost your toughness and vitality trait lines and pray you don’t get one shot by some AoE effect. Want to bring a skill set catered to a specific dungeon? Can’t; every dungeon has multiple phases where mobs place different effects on you, so you need to constantly change your skills to approach certain situations. Want to swap skill sets then? Can’t; manually build your skills every time. WTF IS THIS?
- Combat sucks – dodging – Dodging is basically just a way to become invulnerable to all situational damage for two seconds while moving 33% faster to a new location. Because of this feature and ArenaNet’s stance on positional awareness, it’s necessary to constantly move in combat. Not even medieval sword fights contain so much movement. Although I understand the mechanic of ‘use dodges wisely’ and ‘know when to take damage and when to dodge’, the system still feels half-baked to me. Sometimes dodging works, sometimes it doesn’t. Not to mention it looks absolutely kitten to watch an entire team strafing around a mob, throwing themselves to the side to dodge invisible AoE attacks.
- Combat sucks – downed system – The downed system a la Borderlands also annoys the kitten out of me. When you go down, the camera zooms up to your character for no apparent reason and the entire screen becomes a shade of red. WHY!? The downed system removes the whole vision that ArenaNet originally had that ‘everyone must fend for themselves’ because although this works in open PvE, in dungeons and PvP it does not. When a player goes down, they are now a complete detriment to the entire team. Most of the time once a player is down they will bleed out or die from heavy hitting AoE attacks or hard hitting skills. Although a very skilled team can take advantage of this system to stay in combat, with PuGs this fails entirely as people have grown to fend for themselves and rather have their teammates run back from waypoints (more on that later).
- Combat sucks – minor annoyances – Why do my skills have a 3 second cooldown when they fail to cast? Why do skills interrupt other skills, rather than queue up to be cast? If all players are equally viable, why aren’t all healing skills the same across the board?
(edited by dimgl.4786)
Unfortunately, this is a complaint post. If you hate complaint posts, please skip this thread.
Before I start: I’ve played about 2,000 hours of Guild Wars; it’s basically my favorite game. Seeing as this is the sequel to Guild Wars, I thought I’d see more Guild Wars elements in the game… Instead, I feel kind of betrayed by ArenaNet. I feel like Guild Wars 2 was created to cater only to gamers coming from other games and casuals. I’ve actually gone back and started playing Guild Wars again…
Now that I’ve played Guild Wars 2 enough, I feel like I have a stronger opinion as to why I don’t like it and why I will no longer be playing it unless massive changes are made.
Here are the reasons why Guild Wars 2 doesn’t make me happy and I just don’t like playing it.
Game design
- Transmutation – Every time you transmute an item, it is destroyed. Why not create a system where you can store all of the skins you’ve unlocked so players can use stones to apply those skins over armor?
- Crafting is useless – There is currently no practical reason to level crafting other than to make legendaries… This system suffers from the same flaws its World of Warcraft counterpart contains (crafting useless items to gain levels, useless items take up inventory space, etc.) Why this system was even put in place? This leads me to another point…
- Too many currencies – Currently, you can purchase armor and weapons through gold, karma, crafting, tokens and drops in the world. Why? This is an overly complicated system clearly designed to make players grind. Instead… Guild Wars 2 should have no “crafting” or “token” system and should use the tried and true loot system in Guild Wars, where you need to use gold, crafting materials and at times one other item to create pieces of armor and weapons. This helps other issues that I will discuss later.
- Armor rarity disparity – The ArenaNet team promised before launch that all armor would be created equal. Instead, we now have masterwork, rare, and exotic armor. They all have different stats. This means if you have level 80 exotic armor, you are better equipped (albeit marginally) than someone with level 80 masterwork armor. For a game that is designed with a horizontal scaling system, this also doesn’t make much sense.
- Magic Find armor – There is no reason to include Magic Find items in this game. One of the biggest flaws of this system is that players need to sacrifice effectiveness to gather drops. Why this design? Is it to create a challenge for players who want to farm? When players equip Magic Find armor in dungeons, they are detrimental to the team. It baffles me that ArenaNet thought this was a good idea.
- Guild system – Having multiple guilds is such a huge mistake. Although I understand why being in multiple guilds makes sense, belonging to more than one guild ruins the feeling of being loyal. Instead, have a system where you can join a PvE or PvP guild. If you join a PvX guild, it occupies both PvE and PvP categories. This way you can stay loyal to a guild but still have a purpose for being in it! And don’t say just use it the way you want to, this is a stupid argument.
(edited by dimgl.4786)
Although I can’t answer your question, I find Magic Find gear to be the most ridiculous design decision ArenaNet has ever made.
How about we remove magic find gear completely? I see absolutely no point to keeping two sets of gear just to have a higher probability of magic items dropping. It’s basically, you become useless to your dream and have a higher chance for drops, or you do well for your team and you get kitteny drops. WTF?
downed state is a pain in the rear imo.
Warriors are all but useless when downed while other classes can leap around or vanish.
Specially annoying in spvp…
This is another inherent problem. Balance. There will never be a way to balance the downed system unless ALL PLAYERS HAVE THE SAME SKILLS. Ugh I hate this system.
They really just need to remove the downed system completely. I hate everything about it. And while you’re at it, remove waypoints from explorable dungeons and allow the team to wipe in the instance and start all over. This will encourage more teamwork, less kitten zerging.
No one ever agrees with me for trying to make things harder, but seriously. This downed system isn’t fun, especially in explorables. Although explorable dungeons are just not fun, half the time players are trying to revive downed players only to get mauled by an AoE attack. And then, once you’re dead they just run back from a waypoint and join the fray again. WTF?… Where is the point in this? What is the challenge?
I agree with this post. Completely pointless when you can just go to Lion’s Arch for free.
Jesus Christ. How many mount threads do we get everyday? Please, for the love of god stop. No mounts. It would just not work.
I don’t know if it’s just me… But this build is amazing! So many bug fixes! The combat feels much more fluid! The performance has shot up on my computer, and tons of little quality of life improvements have made the experience in general feel very good!
For example, now I can see the damage I’m actually taking when I’m downed! And the combat text is smaller, so it doesn’t cover up all of my screen! And is the FoV fixed or is this just placebo?
I came on just to say this: YOU ARE ON THE RIGHT TRACK. Please keep this up! All I can say is MAKE MORE EVENTS IN LOWER LEVEL ZONES. Once you’ve done this, you’ve kept me as a customer.
Thank you ArenaNet!
…not sure why censored. delete please.
I agree, they should implement Underworld and Fissure of Woe but they should get other elements of the game right before releasing elite areas. IMO, the game is simply too flawed right now for these areas to be fun.
Why does it matter how many hours you, or I, have played?
Let’s take out the ‘casual sauce’ part of the reply. How is, in any way, what I have said incorrect? It’s my opinion that waypoints destroy immersion and make the world feel smaller, as well as ruin the amount of challenge it takes to traverse a map. Why is my opinion ‘wrong’?
It seems that this game caters to gamers who simply log on for a few hours and log off. That is why there are literally at least 12-20 waypoints a zone.
Did you play the original Guild Wars? Are you familiar with map travel in that game, how it’s an integral part of the lore? Waypoints are the next logical extention of that lore 250 years into the future. Removing this part of the lore would break immersion for many folks. I mean, get real. Asura do NOT go backwards in technology!
I’ve mentioned several times that the waypoint should system should MORE like Guild Wars, where only outposts had waypoints and waypoints were extremely far apart from each other. There were entire zones that did not have outposts and were only available after travelling through a previous one, for example, Mineral Springs.
Sorry, I meant to say that the game mechanics do NOT promote social interactions. You don’t need to join groups to do dynamic events, and only in dungeons do you forms these groups, but random strangers instead of doing it as aguild or having guild oriented objectives (like raids) are not promoting this ‘helpful’ community that one would expect form MMO’s. This game is the most anti-social enviroment I have ever met in an online game.
Also, because of the waypoint system in dungeons there is no reason to actually coordinate since you can just run back once you’ve died! Awesome!
I actually feel this way as well. The zone simply does not provide enough challenge. They need to scale up the difficulty in this zone and make it feel like an epic end-game zone. It feels like any other typical zone to me.
Something I been missing after I ding level 80 is the the elite areas in GW1. Remember Sorrow’s Furnace
Remember it? I was the wiki on it in my guild . Heck i remember when Sorrows Furnace was added and still go down there for kicks . SF is now Sorrows Embrace of course so that ones kinda covered . As for UW and FoW i wonder whats happened in those 250 years and it would be interesting to find out at some point .I would also like to see exactly what Kanaxai was up to in a Canthan expansion . as for it being PvP i’ll pass
I actually hate Sorrow’s Embrace. What a fail.
I actually really miss these areas. It’s a shame Guild Wars 2 is not built upon a system where the creation of these areas would be an easy task.
Again, this is also not the point. I like the waypoint system, however, and you may not agree with me, using many waypoints is simply not a good design choice for several reasons:
- Waypoints ruin immersion by allowing you to instantly go anywhere
- Waypoints make it easier to skip through dynamic content, so players may never see some content unless they are forced to explore the world
- Rebuttal: the argument ‘simply don’t use them’ is ridiculous. When you are playing with friends, the waypoint system obviously doesn’t let you ‘not use them’, as people would be waiting for you to get to a location. Instead of taking a team and adventuring into a zone, you would simply teleport to the corresponding waypoint. Most of the time, at later stages in the game, it becomes easy mode to travel through the world. I can literally skip through entire areas just to get vistas, skill points, or even group together with a team. Again, I just feel like it’s catered to casual players so they can feel like they’ve gotten something done every time they log on.
Why does it matter how many hours you, or I, have played?
Let’s take out the ‘casual sauce’ part of the reply. How is, in any way, what I have said incorrect? It’s my opinion that waypoints destroy immersion and make the world feel smaller, as well as ruin the amount of challenge it takes to traverse a map. Why is my opinion ‘wrong’?
It seems that this game caters to gamers who simply log on for a few hours and log off. That is why there are literally at least 12-20 waypoints a zone.
Don’t push your beliefs into others. Other players might feel the opposite way you feel.
This is such a horrible attitude, my god. The point of these forums are to share your beliefs and make the ArenaNet team aware of what is wrong with the game.
This is something I’ve been trying to push but of course, I keep getting shot down by everyone on this forum.
The amount of waypoints in the game is ridiculous.
https://forum-en.gw2archive.eu/forum/game/gw2/Should-Guild-Wars-2-have-less-waypoints/page/2
Having more waypoints not only breaks immersion but also makes the world feel much smaller than it really is. Guild Wars felt so epic in scale because of how far apart each waypoint is located.
More poor design choices built to please the casual sauce players and the players who want mounts.
Just wait until the patch gets released on October 22nd…
22, I like it but it’s not as good as its predecessor, Guild Wars.
I agree. I would also like the combat text to be improved. I can never tell what the hell is going on.
I also don’t agree that a World of Warcraft dungeon finder should be implemented. Instead, they should create a Party Search system similar to its predecessor, where you can submit a request to look for a party or as a party advertise for more players. Players can then filter through this list and select the party of their choice. Preferably, this system would incorporate all servers.
I really hate the fact that there are servers though. They should have kept the district system from Guild Wars. It makes sense as to why though, to allow WvW to function correctly.
I agree with the past four posts. Thank the heavens someone gets it! The right word isn’t hard, it’s challenging. The game needs to challenge players! No game is fun to play without a challenge! If games are not challenging all you do is wait for the next big thing to catch your attention.
I am perfectly fine with the difficulty. In fact, they need to tweak underwater combat to make it less difficult. Mostly spawns/respawns. If you think GW2 is “too easy”, well good for kittening you, consider yourself uber and challenge yourself. People who enjoy GW2’s difficulty are entitled? Look at yourself. “I demand you make the game harder to appease me, ArenaNet!”
Entitled much? Get over yourself and take games less seriously, okay?
What are you talking about? Since when is playing easy video games fun or even remotely rewarding? How am I being entitled by saying I’d like the game to be more challenging? If anything, the entitlement goes to players who want the game to be dumbed down because they can’t finish the content, at the expense of game quality and longevity.
What is the point of a game if not to be challenged? This is what creates a big divide between the player base. It’s hard to find middle ground in regards to this because everyone wants the game catered to them. But I truly believe it is in the game’s best interests to be harder, not easier, to keep the player base interested. This isn’t for just me: this is for the good of the game.
This game is casual sauce. Even the normal mode in GW1 was pretty hard. I remember when they introduced hard mode and I got my kitten handed to me every time I tried to clear a zone. It wasn’t until I made a good hero build or got actual good players that I was able to make progress. I really miss challenging games. Games are so dumbed down to appeal to the casual masses that it just frustrates me to no end. ArenaNet needs to start scaling up mobs and making zones 40+ hard so we can have an entertaining game.
I have come to accept the gaming industry is starting to lean towards the casual sauce that has become a gaming commodity. Guild Wars 2 is no exception. I agree with most of the OP’s points (other than the trinity argument) and I feel like Guild Wars 2 is not as good as its predecessor.
However, I feel that they have established a good base and will continue to enhance the gameplay mechanics as time goes on. They have a very good opportunity to expand this game and create a game that is truly immersive and caters not only casuals but also hardcore theorycrafters.
I usually hover at most around 40G.
Than my addiction kicks in and 200+ Unidentifed Dyes later, not to mention Forge Gambling, i’m back to about 5g until I farm more Ore/Run Events and do Dungeons if I feel like.
Gold actually IS easy to come by. It takes time. It does NOT take a lot of effort.
When you say “it takes time” your right it takes TONS of time to amass a small amount of gold. And I am saying it shouldn’t be that way. You should be able to make a decent amount of gold in a reasonable amount of time.
Oh I see NOW what you are saying. You want massive amounts of gold in a very short timeframe instead of having to WORK LONG hours and days and weeks and months and years for it….yes NOW I see where you’re at.
I played EQ and EQ2 and I know what they USED to be like before just GIVING PLAT away. I remember when it took days and weeks and months and years to get a pot load of PLAT. Now making plat is like walk here grab your pot, walk there grab your pot, walk everywhere and grab your pot of PLAT.
I’m personally veryyyyyyyy happy about the change and going back to the “good ole days” when coins didn’t come so easily and you didn’t get rich quick overnight. Now there’s something at least to WORK and PLAY for and put some time into at the endgame.
I agree. It just sounds like OP wants to be rich fast and easy. The casual sauce is strong with the OP.
Another whine thread.
Every game to ever have been released has bugs. This is why F.E.A.R. has nine patches, and why Half-Life 2 was updated for a straight year continuously after release. SWTOR was a mess of a game with countless bugs that plagued it until four to five months after release, which by then half of their subscribers had left. Rift also had numerous bugs but the developers were able to patch them fairly quickly. All the Diablos had bugs. World of Warcraft at release was a bugfest. Guild Wars launched with hundreds of bugs and it took the developers over a year to fix a grand majority of the bugs present in Prophecies. They also released huge balance patches that changed almost every single skill in the game.
Give the game time. This is ArenaNet’s baby. If a year from now this game is still plagued with bugs and a lack of depth, then I think it’s time to give up any hope that the game will evolve into anything better.
So Guild Wars 1 had two expansions, Factions and Nightfall. Now I don’t know about you, but I’d love to see some expansions in Guild War 2’s future.
I don’t necessarily mean a whole new box you have to go and buy, but just the idea of a large content update with new classes, areas, and, potentially, races now that that’s in the mix, too.
This is a no-brainer for most other MMOs, and seems like a no-brainer here, too. However, I’m beginning to see this as being more and more difficult to picture.Let me break this up into a number of different sections to explain a bit better, and more of why it doesn’t seem like it will work.
More areas:
This will involve reworking lore quite a bit, and also shake Tyria. As far as we know, what we see of Tyria is what we get, and it’s already a bit big, not just in size, but in depth as well. Just go to the graveyard in Divinity’s Reach sometime – you’ll see what I mean. This is more probable than some other things I’ll cover, but I still fail to see it working. Unless we start reaching other planes of existence (D&D), or traveling to other planets (WoW). With as original, for the most part, as GW2 has proven to be so far, it’d have to be something mindblowing.More classes:
I see this impossible to be brought into the game. Why? All aspects of play are already covered.
Like pets? Ranger.
Like summoning things? Necromancer/Mesmer.
Like playing mindgames? Mesmer/Thief.
Like hitting things? Warrior.
Like the magics? Elementalist.
Like building things? Engineer.
Like healing/tanking? Guardian.More in-depth interests are also covered by races or classes, such as transformation (Engineer, Norn), blood (necromancer), chaos (mesmer), countering (mesmer, warrior), controlling (all), having bunches of weapons (warrior, engineer) and mimicking enemy abilities (mesmer, thief).
Very few playstyles, if any, can be added.
Now, some may say we could simply bring in past classes. This is not really applicable. Although the Monk is teased at in Ascolonian Catacombs (my apologies if that is spelled wrong), the Guardian acts as a Monk, and, in some respect, the Dervish.
Warrior takes over Paragon.
There’s already Necro and Mesmer, so no real need for the Ritualist
And Assassin and Thief are pretty much the same thing.Weapons:
This is where the real rub would be in expansions, as it’s the backing for offensive abilities.
…What will be added? There’s not much weapons not already being covered in one form or another. The only one that I can think of is some kind of land polearm.Personal Story:
Although I could see personal story expansions, I’m already a bit upset by those since it stops being personal somewhere around level 30. I mean, heck, I haven’t even seen Petra since level 10.Overall question: What is there to add? The world is already filled, there’s no need for new classes and nothing to really add that isn’t covered, and not much choice for weapon expansion. Where does the game go from here? I’d really hate to see everyone level cap and drop it like yesterday, with sPvP being the only sticking factor.
Are you aware that Isles of Janthir, Scavenger’s Causeway, Ring of Fire and Maguuma Wastes is still missing? We’re also waiting on Crystal Desert and Blood Legion homelands.
“What is there to add?”
Oh boy do I have a map for you.
edit: here it is:
See those three colored sections? See the one at the top? That’s the entire world map we currently see.
This is incredible! I had NO idea the world was this big!