Everytime I talk myself into going to a dungeon I end up alt+f4 sooner rather than later.
Does it have anything to do with how many times the group wipes? No.
Does it have anything to do with how boring, routine, and scripted the boss fights are? Yes.
Does it have anything to do with how CC is utterly useless against bosses? Yes.
I just can’t get through one no matter how many times I trick myself into believing it will be fun …
One skin in GW2 is almost as much as a GW1 expansion.
Yea, have fun with that.
I tend to play single player games in a multiplayer fashion. Sure, I get yelled at a lot because most of the other people just want to play the game by themselves and do not like me being there, but I just can not stand playing single player games by myself.
You can define Buy 2 Play any way you want but for the industry Buy 2 Play means you must pay for the game and then you can play for free.
Free to Play means you don’t need to pay for anything to play. It may not be enjoyable to play. You may be highly restricted with a very tiny inventory, limited class and race selection and limited access to advance content. All of which can be alleviated with cash shop purchases.
It’s simple. Can you play the game (not a demo of the game) with out paying any money (playing someone else’s doesn’t count)? If you can it’s F2P, if not it’s either B2P or subscription based.
If anyone is playing loose and fast with definitions you are Devata.
Or, they could implement box sales for you to gain access, and a cash shop for you to enjoy playing.
There’s a Moa race achievement, it cost 50 silver a pop at a chance to get the achievement, how are new players suppose to afford this? This is ridiculous, I’m pretty sure less than 1% of players actually have all the achievements.
Why the sudden change? Last year the achievements were feasible, even the holiday ones, now it’s just pointless
Okay now this I have an objection too. The Emporer title costs a whole lot more than 50 silver and that’s been in the game since launch. How are new players supposed to get it? They save for it, that’s how.
Not everything needs to be attainable right away.
Yeah but the Moa Race achievement is time limited, the Emperor title is permanent and allows people to work for it in time
The moa race is permanent content, not time limited.
I thought it was part of the dragon bash achievements?
Though it’s listed as part of the dragonbash achievements, it’s still permanent content added with dragonbash. After dragonbash goes away the moa race will remain.
How exciting.
Mini games with the depth of Facebook games keep me on the edge of my seat.
It’s still B2P.
2/10 for the effort.
I look at the TERA store and then I look at the GW2 store and the only difference that I can find is the fact that you have to purchase a BOX so that you can access the GW2 store.
Sad.
There are no skills in GW2 that are any better/worse than others.
This is the outcome of the lower number of skills put into the game; with too many skills there is no balance, but with the system currently there is 100% balance.
Now they just need to add mounts.
Almost 1 Year left…………………………………………. Where is 1 expansion every year??? No GvG in GW2. 0 Permanent Dungeons. No Raids. No SPVP rewards. =////
They did never, in any way or form, say that GW2 would have one expansion per year.
You also seem to ignore quite a bit of stuff added.
Fractals have been added, dailies for PvP (which awards laurels and possible gem-store item) have also been added.
If I wanted dungeon grind or daily grind for jewelry I would play Tera.
Fighting a group of monsters was like fighting a group of players. AI that didn’t just use skills randomly.
What good will raids do when boss mechanics are so dull and predictable.
Raids!? oh no ….
please no item progression
Raiding doesn’t have to be about item progression when a game isn’t worried about needless timesinks to keep players paying sub fees. The B2P model opens up new possibilities.
Imagine the idea of designing raiding content whose main goal is to be fun for a large group of people, rather than having a main goal of throttling progression and limiting access to items. The article talking about them putting a GW2 touch on raiding, I am interested to see what they do.
Yea, instead of time sinks for monthly payments, we get incentives to buy from the cash shop.
zzzz
Lets get rid of the mission system and put in an open world. Now, lets make it so dungeons reward the best loot for the effort and make it so there is no reason to go into the open world.
ANet are masters of design.
Buying a bathing suit from the BLTC so that I can ERP on the shores of LA.
Guild War 1 devolopement team valued Ranger class and its pet.
Here
You can see the diffrence.
This class has long been forgotten after….
The Great Legend of Time
Guild War 1
The Lover of the Ranger
Bunny thumper ftw
Most people are looking at Guild Wars 1 from the point of view of four products not one. Though Guild Wars Prophecies was a good game, it took many years before the game really came into it’s own.
That is to say, a lot of people liked Nightfall and Eye of the North more than Prophecies. Not everyone, but a lot.
Nightfall didn’t come out until a year an a half after Prophecies.
Guild Wars 1 WAS a great game. But some of the things that made it great, also made it niche…and it was niche. It was never a household name.
A lot of the stuff you see in Guild Wars 2 is an attempt to deal with the shortcomings of Guild Wars 1. As an example…the skill system.
Guild Wars 1 had to very big problems with skills. There were too many of them, and with the dual profession system it was literally impossible to balance skills. People complain about the inbalance in Guild Wars 2 but they never had to deal with the permasin, or even sabway. Guild Wars 1 had serious balance issues and less skills meant more control by Anet, which is what they wanted. But there was another problem.
Many people couldn’t figure out how to make a decent build. There really were too many skills and not everyone is capable of making a build. I’m a guy who loved to make builds. That’s what I did half the time. Make new builds. But at the same time I was doing an enjoying this, other builds were ruining the game for me, particularly because if you didn’t run Build A you weren’t going to be finding a group to do the Underworld. Everyone only wanted specific builds so they could do speed clears. It was pretty obnoxious.
So Anet lost a lot of people to the inability to have a build that worked. The solution was tie skills to weapons and introduce less skills at start. This way when they do finally have an expansion and they add skills, there’s more of a chance to keep it balanced and even a total noob can play a build because his weapons have the skills he’ll basically need.
snipAs long as there is more than one skill per type (bleeding application, direct damage) it will be impossible to balance.
Even if the developers only let each class have access eight skills and one elite, there would be specific classes that excelled doing particular things in game. (e.g. League of Legends).
Sorry, but Magic: the Gathering has many times more cards than there were skills in GW1, and MTG thrives because they DESIGN the game around the fact that certain skills will be next to useless. They take what would seem like a detrimental design feature and they turn it into a beneficial one.
All GW2 has shown me is that ANet was not up to the CHALLENGE of building upon the ‘collectible card’ like system from GW1 (which was one of the brilliant features of the game). Therefore, I am not up to the CHALLENGE of buying one armor set in GW2 for 1/6 the cost of a GW1 expansion.
To me ANet took almost every small, brilliant, and unique feature from GW1 and threw it out the window. They then replaced those small, brilliant, and unique systems with overused systems from other BIG MONEY games; games which I don’t play because of said systems.
Yes, they stated that there would be fewer skills in game so that it was easier to balance, but then they add a trait system. So now, instead of me having to actively use a skill on my skill bar to add a passive effect, it just happens automatically. They didn’t lower the number of skills in the game, they just converted a large portion of them into a passive trait system.
Good luck trying to balance that.
Sorry, but to me passive effects that require me to do nothing more than have them ‘equipped’ are extremely boring. At least you had to actively use skills in GW1 to get the effects.
Anyways, I could talk all day about what small and large design features kept me playing GW1 for years (and buying content to boot), but what does that really matter. In the end all I have is a game that I came to love abandoned and left to starve because it didn’t MAKE ENOUGH GREEN.
You’re right, it didn’t make enough green. That’s it exactly.
And since Guild Wars 2 is a bigger budget game, with a staff five times the size, who would have expected them to keep everything the same. If they were going to keep everything the same Guild Wars 2 wouldn’t be a sequel, it would be another expansion.
Guild Wars 2 is still much easier to balance than Guild Wars 1. This doesn’t have anything to do with devs not being up to making the game you want, it has everything to do with the devs making a game that will make more money.
You thought maybe they should aim to design a game that makes less money?
If GW1 didn’t make enough money we wouldn’t be here right now. Why change the scope of the project unless you want some fat IRL loots.
GW1 was art.
GW2 is business.
Most people are looking at Guild Wars 1 from the point of view of four products not one. Though Guild Wars Prophecies was a good game, it took many years before the game really came into it’s own.
That is to say, a lot of people liked Nightfall and Eye of the North more than Prophecies. Not everyone, but a lot.
Nightfall didn’t come out until a year an a half after Prophecies.
Guild Wars 1 WAS a great game. But some of the things that made it great, also made it niche…and it was niche. It was never a household name.
A lot of the stuff you see in Guild Wars 2 is an attempt to deal with the shortcomings of Guild Wars 1. As an example…the skill system.
Guild Wars 1 had to very big problems with skills. There were too many of them, and with the dual profession system it was literally impossible to balance skills. People complain about the inbalance in Guild Wars 2 but they never had to deal with the permasin, or even sabway. Guild Wars 1 had serious balance issues and less skills meant more control by Anet, which is what they wanted. But there was another problem.
Many people couldn’t figure out how to make a decent build. There really were too many skills and not everyone is capable of making a build. I’m a guy who loved to make builds. That’s what I did half the time. Make new builds. But at the same time I was doing an enjoying this, other builds were ruining the game for me, particularly because if you didn’t run Build A you weren’t going to be finding a group to do the Underworld. Everyone only wanted specific builds so they could do speed clears. It was pretty obnoxious.
So Anet lost a lot of people to the inability to have a build that worked. The solution was tie skills to weapons and introduce less skills at start. This way when they do finally have an expansion and they add skills, there’s more of a chance to keep it balanced and even a total noob can play a build because his weapons have the skills he’ll basically need.
Guild Wars 1 was a great game for a small percentage of the audience. Frankly I think Guild Wars 2 will improve a lot in the years to come, but it’s going to take another six months to a year before it’s the game it should have been at launch.
As long as there is more than one skill per type (bleeding application, direct damage) it will be impossible to balance.
Even if the developers only let each class have access eight skills and one elite, there would be specific classes that excelled doing particular things in game. (e.g. League of Legends).
Sorry, but Magic: the Gathering has many times more cards than there were skills in GW1, and MTG thrives because they DESIGN the game around the fact that certain skills will be next to useless. They take what would seem like a detrimental design feature and they turn it into a beneficial one.
All GW2 has shown me is that ANet was not up to the CHALLENGE of building upon the ‘collectible card’ like system from GW1 (which was one of the brilliant features of the game). Therefore, I am not up to the CHALLENGE of buying one armor set in GW2 for 1/6 the cost of a GW1 expansion.
To me ANet took almost every small, brilliant, and unique feature from GW1 and threw it out the window. They then replaced those small, brilliant, and unique systems with overused systems from other BIG MONEY games; games which I don’t play because of said systems.
Yes, they stated that there would be fewer skills in game so that it was easier to balance, but then they add a trait system. So now, instead of me having to actively use a skill on my skill bar to add a passive effect, it just happens automatically. They didn’t lower the number of skills in the game, they just converted a large portion of them into a passive trait system.
Good luck trying to balance that.
Sorry, but to me passive effects that require me to do nothing more than have them ‘equipped’ are extremely boring. At least you had to actively use skills in GW1 to get the effects.
Anyways, I could talk all day about what small and large design features kept me playing GW1 for years (and buying content to boot), but what does that really matter. In the end all I have is a game that I came to love abandoned and left to starve because it didn’t MAKE ENOUGH GREEN.
This game may not be for you.
Ill buy the armor skins as soon as they come in a box of content that is worth the money.
Im glad for you. When I see you in game ill know how much you’ve worked for it.
u get at least 1 gold for completing the new dungeon, which is challenging,
complete it 3 times and you can afford 100 gems.repeat until you have enough.
Yay, now we are all gold farmers!
GW2 is less about acquiring gear, less about acquiring skills, and more about farming gold to buy items from the cash shop.
At least you can use in-game currency to buy things from the cash shop.
Yea, because doing actual in game things to acquire items is far more boring than just farming X amount of gold to buy it.
Well, GW1 was less about acquiring gear and more about acquiring skills.
GW2 is less about acquiring gear, less about acquiring skills, and more about farming gold to buy items from the cash shop.
No matter which one it turns out to be, I hope I’ll be able to make a sandwich while I auto attack the entire fight.
Adventuring makes me hungry.
I would rather invest in lower-budget games that didn’t have to implement features that don’t build upon how the game was designed simply because not enough time/money was put into designing said features.
I’m sure everyone would rather do that…but in reality, intent and execution are always two different things.
In this case the intent and execution are so much different, that one has to ask yourself whether stated intent and the actual one were really the same. Because if they were, it means Anet is just abysmally bad at designing their own games and predicting player response. Which doesn’t offer good prospects for the future.
The states intent is NOT so different. With the exception of the single line “everything you love about Guild Wars 1”, the rest of the manifesto is more or less representative of what’s in the game.
If you don’t understand it to be, then that I was suggest is your problem. Because to me the manifesto is fulfilled within the bounds of current technology.
Current technology is sitting in LA/Fractals/CoH until dragon timers pop?
Have an open world: everyone sits in LA until dragon’s spawn.
They should just remove the dragons and implement a system that mails everyone on the server the loot whenever the timer pops.
All things have a right to grow.
Except those Centaur. Centaur don’t have a right to grow.
I’m not sure it was lazy…it was fast. They wanted a fast solution. That doesn’t mean they’re not working on/considering other solutions.
Everyone thinks using a more “experimental” solution would have been better. I wonder if you still think it would have been better if it were your millions of dollars invested in a project that wasn’t working out for you.
I’m not sure it was lazy…it was fast. They wanted a fast solution. That doesn’t mean they’re not working on/considering other solutions.
Everyone thinks using a more “experimental” solution would have been better. I wonder if you still think it would have been better if it were your millions of dollars invested in a project that wasn’t working out for you.I’m not sure it was lazy…it was fast. They wanted a fast solution. That doesn’t mean they’re not working on/considering other solutions.
Everyone thinks using a more “experimental” solution would have been better. I wonder if you still think it would have been better if it were your millions of dollars invested in a project that wasn’t working out for you.
I wouldn’t invest millions of dollars into a project that wouldn’t work out for me.
If this were the case, there would be NO new MMOs. It just doesn’t work like that.
People have a vision of what they want a game to be. Then they try to make the game to match that vision. If the vision of the game doesn’t work with the public, or they can’t produce the game close enough to the vision, the game flounders.
There are no guarantees in the gaming world. Many games that “should have been” a hit failed abysmally.
So whether or not you would do that is largely irrelevant.
I would rather invest in lower-budget games that put the money towards developing unique design features (GW1) than in AAA titles that invest as much funding into advertising and graphics engines than into the building of the game mechanics themselves.
I would rather invest in lower-budget games that didn’t have to implement features that don’t build upon how the game was designed simply because not enough time/money was put into designing said features.
(edited by stayBlind.7849)
Adding vertical progression systems into the game just indicates to me that ANet does not want to spend the time and resources to think of alternate ways to make a horizontal progression system better.
Also, I don’t care how/why ascended gear affects gameplay. As I have stated above, the very fact that they would add a vertical progression system into the game screams “LAZY!” to me.
I’m not sure it was lazy…it was fast. They wanted a fast solution. That doesn’t mean they’re not working on/considering other solutions.
Everyone thinks using a more “experimental” solution would have been better. I wonder if you still think it would have been better if it were your millions of dollars invested in a project that wasn’t working out for you.
I wouldn’t invest millions of dollars into a project that wouldn’t work out for me.
Man, isn’t the server system so much cooler than the district system?
I agree. The tooltips are less than intuitive.
At first, it seemed to me that ANet was really trying to make the interface user friendly, but then I realized that certain UI elements are terrible (tooltips) and other UI elements from GW1 (degen/regen/colored health bars) were completely removed.
What could be more user friendly UI design than having your health bar change to green when you are poisoned?
What could be more user friendly UI design than Burning ALWAYS doing X degen. Now, in order for me to know how much damage I’m taking from Burning, I have to mouse over the Burning Condition image on the UI and read the tooltip.
One step forward and five steps back.
Adding vertical progression systems into the game just indicates to me that ANet does not want to spend the time and resources to think of alternate ways to make a horizontal progression system better.
Also, I don’t care how/why ascended gear affects gameplay. As I have stated above, the very fact that they would add a vertical progression system into the game screams “LAZY!” to me.
what if …
PvE monsters are able to dodge?
And.. and… they were the same classes as the players… and… they used the same skills that players had access to…
Too bad that would require REAL AI instead of just scripted boss fights and mobs with minimal amounts of AI to function.
Maybe they will sell enemy AI packs in the gem store?
So what’s the alternative here?
Don’t make changes to classes after release?
Keep having certain classes/skills/builds OP while others collect dust forever and ever?
I totally agree with the sentiment. The game needs balance. People have complained for a long time that some trait trees are broken or useless.
This balancing patch is a good thing.
Yet there are many that have invested a lot of time for ascended trinkets for a specific build. And a lot of gold has been sunk to produce exotic pieces with runes and sigils for a specific build. The patch may or may not make the particular build ineffective.Is there an alternative to the pain it will cause players that must re-spec gear/weapons/runes/sigils (not traits since that cost is very minor) ?
I have not played GW1 but I have seen others comment on a way that Anet handled runes & sigils that would allow players to keep costs down. Someone please enlighten me on this because maybe it is the alternative.
Basically gear in GW1 had no inherent stats on it (except for armor value and the helm usually had a +X to attribute). You would buy/find insignias and runes and apply them to your armor.
e.g. I could find a ’Survivor’s Insignia’ (+X health) and apply that to any armor piece that I wanted to.
More on the topic here:
http://wiki.guildwars.com/wiki/Insignia
http://wiki.guildwars.com/wiki/Runes
(edited by stayBlind.7849)
The recent announcements from Anet that they are going to be changing a lot of how the skills in this game works has gotten me both intruiged and worried.
I have multiple characters that I am not afraid for, except one.
It’s the character where I have plowed everything I earn into how he plays.
His traits balance perfectly with my highly hard-to-get/rare/expensive armour, back item, etc. to the point that his spread of skills and traits and armour are like a flowing coral reef system, if one thing is changed, it will crush the point of another and why I got it in the first place.
What I am worried about is specifically the part where Anet says (in reference to traits) :
“First off, we’ve got a ton of trait changes coming up. Many traits that were less than desirable have been brought up in effectiveness, while others have been shuffled around and merged together to make room for new traits to be introduced.”
Now to me this says two things, a lot of less useful traits will be enhanced, but also that they are going to get moved around, possibly into other “categories” (like down power line instead of condition damage line, etc).
If this is the case, my build, and indeed all the work I have put into my character, getting specific gear, will be potentially renderred useless to me as I will have to rebuild my character and his gear almost from scratch.
Am I being oversensitive or is this something I am just going to have to deal with? Will the changes be as great as I am forseeing?
(the class i specifically refer to is mesmer)
Exactly why I think having stats tied to gear is the dumbest thing ever (rune system from GW1 >).
Anyways, I enjoy a game where the meta (pvx) is constantly shifting. If it sits stagnant too long it is so boring to me.
I feel for you since you play way more than I do and you’ve geared out your characters more, but this is what happens when gear becomes so important to builds. :/
Also, in light of the situation, I’d just like to say that in no way is there a gear grind in GW2 since gear is purely cosmetic in function.
(lol)
(edited by stayBlind.7849)
Tehe ^-^
http://wiki.guildwars.com/wiki/Weaken_Knees
Anyways, this is the type of ‘content’ patch that will make me log in after X months of inactivity.
The more skill changes the better: a static meta is so boring.
Why I understand the least about the trait system and how you respec is that most of the other features in the game don’t require you to go to an NPC.
Putting crafting materials into your bank and ordering from the BLTC come to mind.
I don’t know why they require you to go to an NPC to retrait.
Ten minutes and not particularly repeatable? People will complain about anything. Who even cares?
The OP obviously. Why don’t you go run cohp1 some more.
Start an Asura. It is the only race I’ve been able to play because they look natural when they use the goofy looking ‘wobbly’ swing animations that this game charged me 60$ for.
2. GW1 is an mmo. In GW1 you always have to play with other people. There is no way around it (except for some solo farms). In GW2 you are basicly running around solo in an open world or you’re zerging something without even knowing who everyone is. So what’s the real mmo here?
Actually no.
GW1 is not an MMO. It is a CORPG. And in 95% of the game you never had to play with other people because of the henchmen and later on heroes.
Good luck trying to do the dungeons in GW2 on your own. (Or the big meta-events for that matter)
Yea, you start a vanilla gw1 account and beat proph with hench only and then come back here and spout this kitten.
100,000 of this, 10,000 of that. I thought ArenaNet was trying to re-shape MMOs when it said they didn’t want players to Grind?
Colin Johanson, Guild Wars 2 lead content developer, says in the video above, “We just don’t want players to grind.” Mike O’Brien, the executive producer of GW2 and also the president of ArenaNet, in the April 27th, 2010, Guild Wars 2 Design Manifesto, said, “GW2 doesn’t fall into the traps of traditional MMORPGs… and force you onto a grinding treadmill…”
I dunno, just found that interesting.
You took that quote out of context. And because you didn’t include the full quote, I’m guessing you did so on purpose. He didn’t say “we just don’t want players to grind.” He said “we just don’t want players to grind to get to the fun stuff.” There’s a HUGE difference between the two.
So, why do we have 80 levels to grind through until we hit Orr?
seriously though, you get those daylies for playing the game. If you don’t enjoy playing any aspect of the game, this game is not for you. Last week I got my daylies for basically doing WvW only. On an other day I didn’t do much besides dungeons.
complaining here basically means you have no idea how to play the game (don’t do daylies actively, just let them “happen”), as cliche as it sounds ^^
If the dailies are a valid way to sum up what you do while ‘playing’ the game, ‘playing’ the game must be extremely boring.
The lore. GW1 was not an mmorpg GW2 is.
Yet people in GW2 have asked the question “Why can’t we solo dungeons?”
- I wonder if this game will become a single player game over the years, if ANet keeps listening to its players, who doesn’t seem to grasp the concept behind MMO’s and some foundations and concepts that’s essential to the genre.I’d like for ANet to think for themselves, because last time they did that, they came up with their manifesto, and that is the way to go with this game. Not this forum, which I’ve found to be the most destructive in existence.
- There is a phobia for other MMO’s and many MMO concepts that make a good foundation for an MMO. “Lets not make this a copy of anything” but all the concepts of GW2 have been seen before, but the Game Design is what gives us a different perspective on it.- If ANet looked upon their Manifesto and thought to themselves “How can we improve these Game Designs?” then GW2 could go way further than it does.
- PvE focus on Living Story doesn’t work. Getting some Living Story between a few months would work better than spitting out content each month (or less) that needs more work. Quality over quantity works better, and I had expected them to go with the “Living Story plays out over these next couple of months. Then the next couple of months we’ll work on something new and players can populate all the other zones instead and play the game and not just the Living Story.”- That is how I would’ve done it. I hope they work out more efficient ways to make Living Story content and give us some time with the core game contents all the while improving said core game contents in the future… or now. Actually, I would like for them to implement that now, because a lot of new MMO’s are on the way, and some look like they could become big… but so can GW2, if they can keep up and if they pull themselves together and provide some of the content that equals good MMO’s… or rather, provide improvements to their incredible game design which can lift the MMO genre to new heights (and implement some of the GW1 designs like Guild Halls, GvG and all that which players of the first game just loved about it, because that would make the game even bigger).
What? In GW1 you could solo events that was the idea behind the game to chose if you where to solo with npc or run with ppl that made it a non mmorpg also the lack of a true open world. GW2 is made so you NEED to have other ppl playing with you or you cant get any thing done and it has an open world to it so GW2 IS an mmorpg. If you truly wanted to play GW1 then play GW1 its still there but your still not going to make an mmorpg out of it. If you wanted to play an mmorpg then GW2 is the game for you. Stop trying to make GW2 into a game that it is not.
At the end of the day your NOT a game maker nor do you have any skills for the most part to even start making something as big as GW2 so you have no idea what you would do because you have no idea what you CAN do. This is true for a most of the ppl on these forums.
But GW2 involves everything you loved about GW1 !
The lore. GW1 was not an mmorpg GW2 is.
Yet people in GW2 have asked the question “Why can’t we solo dungeons?”
- I wonder if this game will become a single player game over the years, if ANet keeps listening to its players, who doesn’t seem to grasp the concept behind MMO’s and some foundations and concepts that’s essential to the genre.I’d like for ANet to think for themselves, because last time they did that, they came up with their manifesto, and that is the way to go with this game. Not this forum, which I’ve found to be the most destructive in existence.
- There is a phobia for other MMO’s and many MMO concepts that make a good foundation for an MMO. “Lets not make this a copy of anything” but all the concepts of GW2 have been seen before, but the Game Design is what gives us a different perspective on it.- If ANet looked upon their Manifesto and thought to themselves “How can we improve these Game Designs?” then GW2 could go way further than it does.
- PvE focus on Living Story doesn’t work. Getting some Living Story between a few months would work better than spitting out content each month (or less) that needs more work. Quality over quantity works better, and I had expected them to go with the “Living Story plays out over these next couple of months. Then the next couple of months we’ll work on something new and players can populate all the other zones instead and play the game and not just the Living Story.”- That is how I would’ve done it. I hope they work out more efficient ways to make Living Story content and give us some time with the core game contents all the while improving said core game contents in the future… or now. Actually, I would like for them to implement that now, because a lot of new MMO’s are on the way, and some look like they could become big… but so can GW2, if they can keep up and if they pull themselves together and provide some of the content that equals good MMO’s… or rather, provide improvements to their incredible game design which can lift the MMO genre to new heights (and implement some of the GW1 designs like Guild Halls, GvG and all that which players of the first game just loved about it, because that would make the game even bigger).
What? In GW1 you could solo events that was the idea behind the game to chose if you where to solo with npc or run with ppl that made it a non mmorpg also the lack of a true open world. GW2 is made so you NEED to have other ppl playing with you or you cant get any thing done and it has an open world to it so GW2 IS an mmorpg. If you truly wanted to play GW1 then play GW1 its still there but your still not going to make an mmorpg out of it. If you wanted to play an mmorpg then GW2 is the game for you. Stop trying to make GW2 into a game that it is not.
At the end of the day your NOT a game maker nor do you have any skills for the most part to even start making something as big as GW2 so you have no idea what you would do because you have no idea what you CAN do. This is true for a most of the ppl on these forums.
Where in the genre title “Massively Multiplayer Online Role Playing Game” does it mention anything about open world.
You only ever have to grind for aesthetics in this game, getting a full set of exo gear and jewelry is easy and does not need to be grinded for.
GW1 was the same armor wise, except how to get epic looking items. GW2 is pure pure grind. GW1 was skilled team play(fun).
GW1 was a single player game that you could play with other ppl GW2 is an mmorpg. There are just truths you must deal with when it comes to an mmorpg. Also GW1 had a grind it was to get the skills the major ones.
Go beat Prophecies with no x-pac and no access to account storage with just yourself and henchmen and come back and post this kitten.
Third, there’s little else to do end-game, outside of grinding,
Sorry, but this complaint is just nonsensical. End-game is by definition grinding. It’s as if you complain that a bachelor isn’t married.
According to ANet “the game is the end game”.
According to you “end game is a grind”
So, basically, the game is a grind.
Not sure how you come by the fact that GW2 was designed to be solo. Being able to go solo I think is something different entirely. If heroes where reintroduced everyone could say goodbye to doing dungeons with anyone apart from close friends. Build diversities wouldn’t increase because all skills available to your group now would be the same builds available to with heroes. So get a group of friends and try all those builds that your interested in seeing.
GW1 seems deeper because of the holy trinity, so everyone goes as far in their role as possible. GW2 can be as deep but I personally think Anet needs to make EVERYTHING more difficult to achieve this.
lol…
GW1 had a holy trinity?
Tell me, where are the tanks?
GW1 trinity was healer, support, and damage.
GW2 trinity is support, damage, and utility.
Wrong. By your logic, GW2 is a glorified expansion of eevry single generic mmo out there. I’m not asking for the entirity of gw1 to come back, but only some of its features.
GW1 is an outdated game nowadays (the engine is many years old), and it is no longer supported, balanced or expanded by anet.
GW1 does not need an expansion pack. It needs a sequel.
Gw2 is a MMORPG so by that definition alone it will have similarities with other MMORPGs. FYI GW2 runs on a modified GW1 engine.
GW1 had serious balancing issues, so multiclassing would be a nightmare in a full mmo.
GW2 is a proper mmo so bringing back heroes and henchmen would make it into a solo game where its more convenient to go solo in dungeons with ai than with other ppl like in GW1. Culling would be a nightmare in open world or if they ever remove culling alot of ppl would have unbearable lag.
GW2 is less than a year old, they can easily add more spells/abilities over time
The best thing i found with GW1 dungeons was collision so grps(myself with my heroes) could block certain gaps to create a proper tanking senario. GW2 doesnt use the holy trinity so thats void.
Cant think of what else you would look forward to now
You sit here and use ‘MMO’ mechanics that are ‘necessary’ for an MMO…
No wonder the market is filled with WoW clones.
