Strongly agree with OP. Vayne is in here again talking about how it’s the player’s responsibility to “be social” but he completely ignores basic human nature. An mmo game especially should provide some kind of backdrop or reason for you to contact specific people and to form communities based on mutual needs “I scratch your back you scratch mine”. There needs to be some reason for people to seek out other people. Once that’s done you can begin to have more meaningful interaction that goes beyond what you need in game and you can make friends. But if any schmuck can fill your party slot and even a monkey could do it then there’s no reason for you to begin to care about who is in your party because you can just get the next guy to fill the slot too.
To me, this has been the biggest downfall of eliminating the trinity. Not the gameplay consequences (though they are also noteworthy) but the near complete elimination of individual distinction and proficiency, and the boring interchangeability that replaced it.
This game seems to strongly want to become some kind of mmorpg-fps hybrid. FPS games don’t have roles, but the individual’s skill and proficiency can be quickly seen and praised. Here, everyone just rolls into one huge ball of mediocrity.
So what about all the people who want to play the game and aren’t naturally social. The old way force them to be social even if they’re antisocial and they end up destroying everyone else’s fun. That’s bad design.
Here you can find social people if you want to be social, but no one is forced to. What you’re saying is games should basically tell you who to be. I don’t agree with this.
Forcing people who don’t want to socialize to socialize will lead to some people being forced into something they don’t want to do, and some people refusing to do it and having to miss out on vast swathes of content.
I’d consider that far worse design.
Each class should have a selection of weapons that are more balanced for solo play. 90% of the game is open world communal events. If you want to do dungeons or pvp then it should have been clear from the “mmo” game description that you will be playing alongside other players. This is exactly what op was talking about: This is an mmo where everyone plays by themselves. And it is supremely shallow because of it.
Strongly agree with OP. Vayne is in here again talking about how it’s the player’s responsibility to “be social” but he completely ignores basic human nature. An mmo game especially should provide some kind of backdrop or reason for you to contact specific people and to form communities based on mutual needs “I scratch your back you scratch mine”. There needs to be some reason for people to seek out other people. Once that’s done you can begin to have more meaningful interaction that goes beyond what you need in game and you can make friends. But if any schmuck can fill your party slot and even a monkey could do it then there’s no reason for you to begin to care about who is in your party because you can just get the next guy to fill the slot too.
To me, this has been the biggest downfall of eliminating the trinity. Not the gameplay consequences (though they are also noteworthy) but the near complete elimination of individual distinction and proficiency, and the boring interchangeability that replaced it.
This game seems to strongly want to become some kind of mmorpg-fps hybrid. FPS games don’t have roles, but the individual’s skill and proficiency can be quickly seen and praised. Here, everyone just rolls into one huge ball of mediocrity.
problem is how to make skills unique and interesting in the gw2 system. only so many different ways to deal damage.
Wikipedia: http://wiki.guildwars.com/wiki/The_Underworld
Youtube(Final boss Dhuum): http://www.youtube.com/watch?v=gBlWtvwe7noThe Underworld was elite/hardcore 8 player instance in original Guild Wars.
It required a small fee to enter and was extremely punishing – it had no “way points” and if a single NPC died, your whole party was kicked out of the instance without receiving any loot or reward.
Players had to do certain difficult tasks before they could access the final boss Dhuum.
There were no diminishing returns and rewards were worth the effort and time spent.
A run for skilled players usually took around 30-50 minutes, while “pug” groups anywhere from 2 to 3 and more hours.
Needless to add, this was the most played instance/mission/content in original game.So, the question is, why can’t we have a similar content in Guild Wars 2?
A content that’s entirely skill based and where failure/death is not allowed?
Because we’re not in Kansas anymore, and this isn’t GW anymore.
Since they added back pieces, for me it has confirmed they don’t intend to add capes.
my finely tuned senses tell me op is troll
(that will never be implemented)
Bring back gw1 district system for maps. Little menu where you can select which district you want to be in. Districts separated by region & lang. Can create private versions of instances and invite people.
Benefits: No more empty servers. People of same world region/lang easily find each other. If you want most populated map pick district 1, if you want low pop pick highest dist, if you want to organize a guild-only teq run start a private instance, invite your guildies and go. This game was made to be played as instanced content, don’t split low population over silly notion of realm. Each realm is like a very large guild u can join.
b) Titles: all have some difficulty getting and there is no real reward than words that in most cases go unnoticed. To change this I propose to keep this title you give a specific benefit of each one that you slightly improve one or more parameters such as power, critical damage, vitality, speed to move …
this is a great suggestion and i’m sure devs are working on it right now
The real reason we have a condi meta is due to client limitations. Condition damage calculation is very easy to calculate by the client because it does not have to take into consideration whether the condi tick was blocked or dodged or gained invulnerability from or avoided due to projectile speed vs. sideways movement. Furthermore, the client does not have to calculate whether it was a crit or a non-crit, and there is no RNG to the damage per tick. As a result of all this condi damage calculation is very reliable from the client’s end.
The condi meta was thought of from the game’s inception in order to counter the client’s limitations due to desync, lag and other issues.
what did I just read
you know there is cap on condi damage because of server stress, right?
“Guild Wars” roots back to early information about Guild Wars 1. GvG was supposed to be much bigger than it was. They planned wars where guilds could take over outposts and castles, form alliances and plot against each other. Something like a mix of eve online and the WvW that we have now in Guild Wars 2. The idea was later scrapped however, and the name had to be explained somehow.
yo where dat info at dawg
Or is it that the original devs have left/working on other projects and the current devs have to figure out how the game is written, or their tools simply sucks?
I actually suspect it’s something like this.
I would have settled for a sequel to gw1 pvp, but your idea sounds ok too.
GW2 has no trinity mostly due to it being balanced around PvP, where trinity absolutely sucks balls.
That’s a really weird statement. Maybe by pvp you mean large-scale combat like wvw, but spvp has only been degraded by lack of team structure and teamplay interdependence.
That and the fact that the trinity doesn’t suck in PvP. The only thing missing in trinity games PvP is aggro management as humans don’t respond predictably to taunts. Healing is huge in battle grounds and can make or break a fight. Also, tank builds are often found in PvP where all other aspects of ‘tank’ are present apart from aggro management.
To say that ‘trinity sucks’ at PvP is tantamount to saying “I’ve never played PvP in a trinity-based game”.
From what I’ve experienced, trinity based PvP games basically amounts to a gear check. No thanks.
why are you talking about gear? have you not played gw1?
GW2 has no trinity mostly due to it being balanced around PvP, where trinity absolutely sucks balls.
That’s a really weird statement. Maybe by pvp you mean large-scale combat like wvw, but spvp has only been degraded by lack of team structure and teamplay interdependence.
I’ve seen this before, over a year ago.
…and nothing has changed
I just really don’t understand people that continue to play this pvp. It is almost interesting in a psychology study kind of way.
just put together some ideas from games I’ve been playing
https://docs.google.com/document/d/106ACUsOrkzHyxXtwGf5rDoUHXdppNEbPDD7VcoZDtUw/pub
ITT: many people that have never played gw1 soft-trinity
There is really only 1 reason why pvp is a fail, and that is because they designed pve first then tacked on pvp. Many apologetics and devs make reassuring noises that this game takes pvp seriously, but the foundation was laid very badly. The removal of team dependence, the removal of healers, the removal of energy/interrupts/positioning are negatives for pvp. The pve game plays like an FPS which I’m sure many people feel is refreshing, but the pvp devolves into a chaotic clusterkitten. I think we are mostly stuck with node-based pvp gameplay, because there is no other way to justify guardian profession when other classes deal more damage and move much easier.
It would be worse.
Not because it’s a bad idea, but because it would be implemented poorly.
Adding DR would be like a bandaid for internal bleeding
I was going to post about how this is typical non-response from anet that mentions things we want but commits to nothing, but then I noticed his first sentence:
It’s certainly one of the game modes we know well, but we’re exploring all game mode options right now to try and find what works the best for the game.
(emphasis mine)
It very much reads like “yes we know it’s good, but we’re looking elsewhere” which really confirms for me that anet is some kind of hipster organization dedicated to avoiding anything gw1 did well.
I’ve been bangin this same drum for many months now: ANet doesn’t know what it wants GW2 to be.
GW1 was very specifically made to be a pvp game, with pve designed to roughly mirror pvp encounters (enemy use player skills, act as groups supporting each other, all instanced content with fixed party size, skill balance updates very very often specifically about gvg and ha modes of competitive pvp, etc). pve was meant as a learning experience for pvp, where it taught you about your skills and some game modes. The focus was always pvp (later in its years the pvp focus waned a bit).
GW2 represents a mishmash of pvp and pve, where neither is implemented to its fullest potential because it would affect the other. Pve is very, very different from pvp and this magnifies the differences in skill balance. Not only that, but their obsession with removing any need for particular roles in groups makes casual pve much easier to get into, but makes pvp turn into an fps. Pvp is largely dead in the water because of the heavy prevalence of aoe and ai that are more suited to pve.
They should delete servers and have district system from gw1. Each person represents a realm for wvw.
Hey! I don’t like playing the game either! We can be friends.
Oh I just had a thought, what if they’re nerfing things based on ascended so that they can introduce a new gear tier and say there’s no power creep?
Remember guys, server pop “very high” means “very high number of dead accounts”
It’ll be fine, jesus what a bunch of crybabies. As long as you can unlock a new thing after a game or two it’ll give the pvp game a small feeling of progression. PvP veterans will (should anyway, idk how unlocks work) have them all quickly and barely notice it, whereas new players will have an incentive to play a few more games to try out a locked skill that looks interesting. It is a net gain for the game and should increase new player retention.
Why is it not exciting?
What would an exciting update be?
I know what I would want, and it certainly isn’t more dps zerg events.
Yes I agree but this topic is so old and anet is so stubborn that I have lost the will to care anymore.
what if mobs used cc so it was unlikely you’d all make it past them?
These CDIs cannot continue to be in forum format. It is impossible to sift through 30 pages of posts to see if your idea has already been posted. They should use some kind of proposal system with voting and comments.
Edit: maybe use reddit make a subreddit for each topic
Note this is the formulation of a collaborative proposal for discussion. Once the proposal is finalized it will be discussed internally. However there will be no promise of associated actions or schedule.
hahahahhaha
I was reading that post thinking “these sound interesting maybe I will start playing again when they add this stuff” and then I read that none of this is actually planned to happen. It’s just planned on being “talked about” internally. Like wow, huge joke. I’m not getting on board the hype train if all you’ve got is “maybe we will think about this stuff”. Then we’ve got to see how it’s implemented and that’s already a stress point. Don’t know what they’ve been doing this past year except constant LS grind parties.
Yo, you want some advice on how to get better and deal with this trash talk? As someone that has sometimes been less than kind to inexperienced players, I will explain to you what you should do.
It can be very difficult to understand how to handle these words, but it is very easy. What I mean is that for them, it costs very little to throw words at you. It is funny to them if you reply and seem shaken, or mad, or sincere. The key is to realize that none of it means anything. You should either never respond (maybe mute local chat) or ask for advice. Ignore the insults. Completely. The problem many people have is they get too emotional. It can be difficult to do if you don’t have experience in “trash talk” as it were. The fastest way to stop people from trash talking is to say something like “yeah my build’s trash so what’s a good one then” or to ask for advice. Keep in mind you may not get an answer to your question, but it’s rare that they will continue to pester you. Take your ego completely out of the equation and disarm them with your questions and attitude that show how little you care about the insults and you will earn some respect and get some tips to get better.
Could be fun but I see one big downside. If you know the other person only has one dodge, then you also know that after he burns the one dodge just trying to move out from pressure, then you could switch to that 100% crit sigiled weapon and hit the player with the hardest skill you have with little worry of missing it due to that players movement. You could get blinded, but that would be a discussion for a different day.
I could hear a trolly TS of five warriors now: “Ok guys, wait for it… Wait for it.. see the dodge OK NOW!!! mass crit eviscerates”
That is how pvp is supposed to be. You wait for an opportunity, but maybe you are the one that is getting played and he doesn’t dodge because you’re not using powerful attacks. Cripple, chill, confusion, all conditions that should mean the difference between getting your face smashed in and buying enough time for your heal to recharge. Or do you think pvp means roll face on keyboard? Use your dodge on purpose to bait the warrior into using eviscerate but you knew it was coming and pop an aegis/blind just before it hits then begin the counterattack.
It goes without saying that this change would mean damage decreases across the board.
(edited by milo.6942)
Yes. Yes, yes yes.
But I have a feeling the devs are not listening.
Quickfoot, your suggestion is a good one, but it falls on deaf ears. Sane people left this pvp long time ago. Energy Sigil, Vigor, etc shouldn’t even exist. 1 dodge is probably a reasonable compromise and would make the game have healthier pvp counterplay. Even 2 dodges would be ok but endurance should never be modified by anything. Any boost to the endurance should come at drastic cost to damage/movement/something.
Edit: To expand on this, dodge is inherently a bad mechanic because it comes without warning and provides invulnerability. Something so fundamental to the game should at least be identical for everyone.
(edited by milo.6942)
Get ready for unpopular opinion:
Dodge is a bad mechanic.
How would you like all your enemies to constantly and without warning become invulnerable? Sounds like great fun. Dodge is a cancer in this game’s pvp. It infects the game with spam and nothing, no amount of game balance, will change this fundamental problem. Well, unless there was some trade-off for not dodging on recharge, such as skills that use endurance, but it’s not going to ever happen.
The vocal minority complaining about vertical progression… Oh, you mean Guild Wars 1 fans. How silly of us.
Oh you mean the game that had vertical progression that was REQUIRED to even continue the story?
blown way out of proportion so as to be comical
Honestly, A.Net is going to take fire no matter what they do. They have a small but very vocal minority – you guys – complaining about vertical progression, and then they have a massive exodus of players leaving the game because they’ve got nothing left to accomplish after 3 weeks of playing.
I think they handled the situation very well. They released a tier of items to work towards for those who want to have something to strive for which does not give a boost large enough to obsolete the more accessible exotic gear.
All in all, good job A.Net.
Actually, I thought it was impressive how badly they messed up a situation that should have been very easy. It should have been very obvious to them before they released the game that legendaries were not enough, but they spent all their time making temporary minigames instead of enriching the world with quests for new skills, weapons, skins, guild upgrades and challenges. Then they panicked and took the easiest way out by releasing ugly armors with stat boost and place it firmly into grind territory, nullifying every principle they used to stand for. Yes, good job Anet, it was impressive how badly you managed what should have been a very simple formula for success.
wolfsong, the game is just pretty easy all around. your pet can tank stuff easily because they were buffed a while back I believe since they died all the time in dungeons. you may want to look into fractals, but it’s a pity there’s a gear grind involved with that.
i think you are repeating arguments you heard somewhere without really thinking things through. you talk about “freedom” as if it was a “good thing” and that more freedom naturally means a better game. LoL and DotA force you to play a single class at a time, Counterstrike forces you to choose a single primary weapon, Chess forces you to move your bishops diagonally and your knights in an L-shape. These things are not up for debate so that each individual can play as freely as he chooses, they are purposefully restricted because that is part of the challenge. If I have to invent a handicap so I can work harder for the same reward as the next guy then the game has failed to engage me as a player. this conversation is absurd
Your compassion are bad your talking about non mmorpg to an mmorpg in a way your talking about non rpg compared to an rpg too. The thing about though games your hero is a one shot per game lasting any where from 10 to 40 mins + your chose is made before the game starts and dose not last longer then the end of the game. A chose you make in an mmorpg or even an rpg has a last effect on how you play though out the games life that can last any where from 24hr to years. The more freedom you have the better the game for the most part. There are limitation that you want as in a limitation number of skills you do not want to be able to use every skill at all times it becomes like panting with every color you just get a mess and ever panting looks the same. By removing the 3 class system and the turn base system you open up more chose in how you can use your limited skill set. So vs having many skills that let you move you need only to tap wasd (if you play that way) you have less clutter on your screen and more freedom to think about what other skill you want to use (a human mind can only think about one thing at a time there by having a build in limited ability to use even 10 skill at one given time).
Hard work only applies in real life in a game hard work becomes more of a self baring cross you use to say your better then others. Its an ego boots that a game is made to make you feel as if your doing something when in truth your still playing a game. It gets back to the ideal of what “Play” is. Its what humans do to get ready for real life things but its not real life. We “Play” mmorpg for human contact for the most part a lot like why we have tv radios etc.. its for that human contact. The thing is with mmorpg we “Play” at building empires commanding ppl or being commanded. And by playing these games we get better at human contact. When we start treading things less then a game say needing to be the best or to clear something the “right” way and or think that other ppl should do something the “right” way we lose sight that what we are doing is playing a game.
I think your getting close to this you must get out of the idea that there is one way and only one way to play mmorpg the 3 class system and turn base system we see in GW1 was very restrictive. Even the skill system in GW1 was restrictive in that there was the build of the month that was yet to get nerfed. There was a reason GW1 was like this because the tech was unable to make any thing better at the time. We have far better tech and games do not need to have limitation of the old mmorpg.
I have no idea what you’re on about, but you took the time to type all of that stuff so here is a reply so you don’t get lonely. good day sir
yes, exactly. when he replied there was more versatility and viable builds in gw2 I didn’t think was good use of my time to point out how many orders of magnitude he was off the mark
I guess I need to explain things more. When I say ‘more versatile and viable builds’ I mean builds that are versatile AND viable within the same build. In GW1 the best builds were focused and not very versatile. But that worked well for the type of game it was. It had the trinity so focused builds worked better in the team based PvP and even in PvE. Also, I’m not denying the game had more choice, but for me 90% of that choice was worthless or didn’t work as well as the more focused builds.
In GW2 I have found 3 or 4 viable AND versatile builds for all 4 of my main characters, and I am able to use those builds in every part of the game without needing to swap anything about or change all my skills. I can output high (not the highest, but respectable) damage, put down a decent amount of control on my opponents, support my allies to some degree and have tools available for survival. I would not be able to make a build like that in GW1, not without being used as a mop by my more focused opponents. But that is because GW1 is a different game and played very differently.
In GW2 you are self sufficient and team combat is a more dynamic affair. In GW1 you relied more on your team and it was a more strategic system. Both good and both different to each other. One is only better than the other in the eye of the beholder.
Don’t get me wrong, I enjoyed GW1 and enjoyed its PvP quite a bit (especially Fort Aspenwood!), as well as all the PvE it had to offer. But for ME PERSONALLY, I find GW2 more enjoyable, with a combat system that suits MY PLAYSTYLE more than GW1 did.
GW1 and GW2 are very different games, in terms of their combat systems, so it is very difficult, if not impossible, to compare the two. GW1 has a strategic holy trinity while GW2 has more dynamic system (especially when you include combos). It all comes down to preference and playstyle. One is not better than the other. One is only better for YOU, because YOU have more affinity with it’s combat system.
It is a pointless metric to compare the 2 games with. GW1 has more viable builds per profession, GW1 has more versatility in dual classing and taking any skills you want on your bar. If you want to talk about how you have some specs that are viable and “versatile” then I say sure with how easy most of the content is and how each spec heals itself then it’s a no brainer that your contrived statement works to gw2’s favor.
Watch some GW1 GvG to see what skill means, there were some good mesmers/archers arround that time.
ARCHERS? lol… Our class sucks so much that people don’t even remember what we’re actually called.
Sure, rangers were trash in pve, but in pvp good rangers made life a nightmare for their opponents. The interrupts of a mesmer, the pressure of a necro, the armor of a warrior, and the ability to split and defend base easily. Very flexible and strong class in gvg.
Can someone break that statement down and explain what it means and how gw2 compares with non skill-based games
Ill sum this up for you folks
GW1 had a lot more skills/builds/teamwork/strategy/gametypes
GW2 has a lot better combat but lacks the above
there fixed this for you
GW1 had more bot team work and when you played with real humans you where playing beside them not with them because the 3 class system dose not make team work it make ppl play to different goals. Support for hp tank for hate and dps for the mobs hp.
GW2 has complete freedom of movement adding more strategy then “you take all the hits and i will do the other work for you”.
what did I just read
GW2 strategy for all content is “everyone dps and roll around” I guess you do have freedom of movement to roll any direction you chooseYa that is the lowest way of playing GW2 it works because GW2 is made to be played the way you want to but there are other ways of doing it. There a lot you can time out to get full effect of ability fields finisher environment weapons etc.. but that requires work and skill and no one want to do such things. So please do not think your way of playing is the only way and if you find YOUR way of playing boring i think you need to work on a new method of playing other then the skill-less everyone for them self “everyone dps and roll around.”
This i do not think i will ever understand when you give ppl a chose in how they think and play they tend to use the must blunt ways even if they do not like them. To think having fun in a game it seems they do not want to do this.every game is a challenge, and overcoming that challenge is what makes it fun. it’s not my job to invent ways to make it more challenging, that doesn’t make it any more fun. I may as well play the game naked with 1 hand blindfolded just listening to the sound of my footsteps and enemies, but then i’m not playing the game, i’ve invented my own.
Your right you can play it the way you want but if your not having fun playing it that way why PLAY it in such a way. Your kind of coming off as if you want to be forced to play such a way or you want to force other to play that way. If there was a system of 3 class types then ppl would be forced into playing one way and one way only with that 3 class system. At the same time if there was no freedom of movement you would be forced into playing only one way too. By having no 3 class system and freedom of movement you can chose how you play. If you realty want to you can nearly play as if it was the stander mmorpg 3 class system with turn base combat but that chose should be left to each player not the over all community. We need to avoid the oppression of the majority because its a game and these things are made to have fun and each person has fun in there own way.
i think you are repeating arguments you heard somewhere without really thinking things through. you talk about “freedom” as if it was a “good thing” and that more freedom naturally means a better game. LoL and DotA force you to play a single class at a time, Counterstrike forces you to choose a single primary weapon, Chess forces you to move your bishops diagonally and your knights in an L-shape. These things are not up for debate so that each individual can play as freely as he chooses, they are purposefully restricted because that is part of the challenge. If I have to invent a handicap so I can work harder for the same reward as the next guy then the game has failed to engage me as a player. this conversation is absurd
I remember GvG’ers almost having the Attack while moving. I mean the guy shoved his hammer with a Bull’s Strike to knock down a foe and moved a bit, attack, moved once more and attacked again moving himself 180 degree around its target.
quarterstepping
you’d swing your character around in the direction the enemy had been moving so when they get up you will be body blocking them and they will have to go around you and you have easier chance to hit them before they get away. I never played warrior but you could always tell a good one from a scrub if he knew how to do that.
http://wiki.guildwars.com/wiki/Quarterstepping
good times sheds tear
Ill sum this up for you folks
GW1 had a lot more skills/builds/teamwork/strategy/gametypes
GW2 has a lot better combat but lacks the above
there fixed this for you
GW1 had more bot team work and when you played with real humans you where playing beside them not with them because the 3 class system dose not make team work it make ppl play to different goals. Support for hp tank for hate and dps for the mobs hp.
GW2 has complete freedom of movement adding more strategy then “you take all the hits and i will do the other work for you”.
what did I just read
GW2 strategy for all content is “everyone dps and roll around” I guess you do have freedom of movement to roll any direction you chooseYa that is the lowest way of playing GW2 it works because GW2 is made to be played the way you want to but there are other ways of doing it. There a lot you can time out to get full effect of ability fields finisher environment weapons etc.. but that requires work and skill and no one want to do such things. So please do not think your way of playing is the only way and if you find YOUR way of playing boring i think you need to work on a new method of playing other then the skill-less everyone for them self “everyone dps and roll around.”
This i do not think i will ever understand when you give ppl a chose in how they think and play they tend to use the must blunt ways even if they do not like them. To think having fun in a game it seems they do not want to do this.
every game is a challenge, and overcoming that challenge is what makes it fun. it’s not my job to invent ways to make it more challenging, that doesn’t make it any more fun. I may as well play the game naked with 1 hand blindfolded just listening to the sound of my footsteps and enemies, but then i’m not playing the game, i’ve invented my own.
It is probably one of the better mmo’s atm
But I was looking for a sequel to another game that was quite different
And telling people to shut up will get you exactly the opposite