I didn’t love them in Guild Wars 1 and I don’t think I’d love them in Guild Wars 2. Sure I did the all once (in the case of FoW a couple of times), but yeah, I don’t suspect that most of the playbase will embrace something as unforgiving as the Underworld.
But it’s not suppose to be for most of the playerbase.
It’s a lot of work and time to put in for a small percentage of the playerbase though. That’s really the issue. If you create content and spend real time on it that say 20% of the population do, then you’re not creating content for 80%. I’d think that would be a tough call for a developer.
But you played gw1. UW hard mode and DoA hard mode was not for 80% of the players. Same as UW, Urgoz and the deep. FoW was a bit easier but still I have met many players that only stepped into the place to get the armour
but if it wasnt a problem to make elite dungeons in gw1 it should be no problem in gw2 imo.Different game, and a completely different time. There’s no real way to compare the two. First, Guild Wars 1 was made at a time when games cost less to make over all. And it was a whole lot less competitive. In a different climate you can afford to do different things.
How many MMO type games were around when Guild Wars 1 launched? How many are around now? When Guild Wars 1 launched it had the advantage of being the only game like it that didn’t have a monthly fee. All the other games charged $15 a month. Today you have dozens of free to play games vying for attention. They require more content, a faster development stream.
Six or seven years in this industry is a very long time. Assuming something was done five years ago could be done today isn’t really a safe bet.
And they could have done it again with GW2, but they instead chose to make WoW 2.0. We get it.
GW1 is STILL the only game like it. Do a quick Google search for ‘Games like GW1’ and you will find nothing.
And before anyone goes spouting the ‘that model wouldn’t work anymore; its a niche; etc’, GW1 obviously did well enough or there would never have been a GW2.
GW2 is not a bad MMO, it just really is not that different fundamentally than other MMOs, which I guess is what they were trying to do. Personally I would have rather them make a successor to the game that defined its own genre (even if it was on a lower budget).
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Man, builds like this were the reason I loved that skill system. I still miss wrecking people on a dagger rt/a in FA. Swoop in a 4 shot hammer wars no one even saw it coming.
The new weapon will be one-of-the-few things that come with the specialization.
I embrace the rifle if the specialization has something logical to do with it.
…and because it MAKES PERFECT SENSE.
Furthermore:
A stealth-less play style.
Get out. You’re not a thief, go play something else.
Yea, every class should revolve around a single mechanic; that would be so fun.
Go back to LoL.
I vote for a rifle, because I think it would be fun. Offhand sword would be super boring.
I didn’t love them in Guild Wars 1 and I don’t think I’d love them in Guild Wars 2. Sure I did the all once (in the case of FoW a couple of times), but yeah, I don’t suspect that most of the playbase will embrace something as unforgiving as the Underworld.
Especially considering the skill level of the average player is 1,1,1,1,1,1,2,3,4,5,6,7,8,9,0,1,1,1,1,1 you’d probably see any such challenging content nerfed on release.
Another reason that we will never see party wipes in GW2; everybody wins no matter what in GW2. They have to make income off of the farmville players somehow.
Things I wish were in GW2 that were in GW1:
1. Health ‘pip’ system. It was so much easier when you were able to look at your -/+ pips and ascertain what your current degen/regen situation was.
2. I really dislike the stats system in GW2 as well as how much armor plays into that system. I preferred the attribute system in GW1 that directly affected different skills power.
3. A focus on group content. Whether it was a group of players or you and a group of AI, your build was less about you and more about synergizing with your team.
4. The fact that enemies in GW1 used builds and skills that were also available to the player. It almost felt like fighting bots in Unreal Tournament or something.
5. I am not really a fan of the trait system in GW2. I preferred lots of active skills to a small number of active skills combined with a number of passive skills. Passive skills in games are really boring to me.
6. Hearts are super boring.
7. I know I am probably in a minority, but I really like player-to-player trading rather than automated trading.
8. Paid expansion based content. O’Brian himself has talked about how this method keeps the developers on their toes and forces them to create content that people want to spend their money on. But I guess most people do not mind spending upwards of ~40$ these days for a single skin or what have you.
Things I like about GW2 that GW1 did not have:
1. Events. Although they are repetitive, I like the general idea of them. I just wish there were a lot more instead of hearts, and I also wish that the living story was about the events shaping/redefing existing places with really cool events.
2. Jumping I guess.
3. It is more shinier.
4. The animations. Nothing beats falling from a height and face planting into the ground. Though the attack animations are silly sometimes since we can move around so much; it reminds me of wacky inflatable arm man or whatever.
Things I disliked about both games:
1. Cutscenes. Especially unskippable ones. I want to play not watch.
2. Really bad story writing. I beat every campaign for GW1 and I really can not tell you what the general plot was for any of them. The gameplay was fun enough to keep me hooked though. I have no idea what the story is in GW2 either.
3. Armor skins in both are kinda bland. There are a few sets here or there that I think look good though, but everyone uses those of course.
4. Controls in GW1 were atrocious and one of the many reasons that I did not pick up the game earlier than I did.
That is about it I guess.
Hit ‘F’ to catch a fish?
Count me in.
Because the time needed to develop new weapons is instead being used to develop gliders which, to me, sound just as gimmicky as the terrible underwater combat.
This just in…
The final boss battle is an epic cutscene where we get to watch our hero in the most over the top, action packed, and mind blowing fantasy fight that you will lay your eyes on.
No, but really, I fall asleep doing PvE I really hope the xpac changes that.
Well from what we’re seeing, they’re less versatile than ele’s and engineers already.
That’s not counting the fact that they’re energy-locked. Go play GW1 on a warrior main and see the fun you can get into in the +pips/-pips model.
Played GW1 for 8 years. Very familiar with the pips. It’s how you adapt, since each class combo had different play styles. Revenants will have a learning curve, but I’m positive they’ll have a major impact on each game type.
I really miss the pips. :’(
And what happens when you get Zap (or whatever other precursor) in your inventory without noticing, and then click autosell at the vendor or on the TP? Or if you accidentally leave one of your alternate weapons in a non-invisible bag, sell it, and then leave the map?
There are way too many ways that a button like that could end up as a big problem, especially with players’ tendencies to click without reading.
Well, what happens when you get Zap (or whatever other precursor) in your inventory without noticing, and then open the BLT tab and just click through each item to sell without looking at it?
I would like a way to ‘check’ items in inventory to ‘sell all checked items’, ‘cause i really hate the ’you sold too many items too fast’ that happens when I am unloading mats and stuff to GW2 ebay.
I hope rangers lose the pets
I hope Necro lose shroud.
The fact that the xpac has new skills is what brought me back after leaving the game a month or two after release.
We will see if they add enough for it to last longer this time. xD
(and hopefully its not another couple of years until new specs come out…)
1-80 leveling was the gate before this, what is the difference?
Spamming 1 is how you play this game… why would they change it now?
It is powerful, no doubt, but extremely boring. I would not find it so bad if you were not stuck with it no matter what your build was. Maybe the necro spec will change that though.
I really, really, really wish that the max level had been 20.
It would be so much more fun to level to max in the starter zones, and every zone after that be max level. You would not even need the down level feature if that was the case, plus it would make areas tougher than when they are downleveled.
GW2 leveling feels like a number grind to max so that I can use traits. GW1 felt like way less of a grind even though you still had to find skills and get runes etc. after you were max level, because you were not focused on increasing a number, but rather focused on gaining new abilities (none of which were gated by a number).
To each his own I guess.
TL;DR You are looking a modernize version of guild wars 1. You are going to have to get over it.
Looking at your wishlist, it shouldn’t be surprising you were disappointed. You wanted a guild wars 2 expansion to turn it into guild wars 1.
Your wishlist is full of half-baked and emotionally driven thought out idea. As stated many times a new race doesn’t add anything but consumes a lot of resources. Development is a fixed sum, so each new features takes resources from another, adding a new race that will amount to no more than a few days of excitement is a waste of resources. I mean the majority of people play humans even though they had 4 other races as options.
As for Templates that is the only reasonable thing you have, but the problem is probably making a template that works with all game modes. I remember a forum last year in the PvP forum asking what did players want from a template and I feel bad for the designer because every idiotic and mundane thing was request.
A new crafting profession isn’t going to solve the problem you seem to have any better than adding new recipes for current professions or even making the mystic toilet BETTER by giving it recipes that fix the problem you might have.
I really want GW2 to have mounts like GW1 as well.
They should just allow a player to type in an X, Y coordinate and instantly arrive at his/her destination. Taking waypoints still takes too long.
You know, for those days when I do not have time to play the game.
Guys, just get to end-game.
Nerelith, the balance stuff is on the developer side. One of the major things that motivated Anet to move on from GW1 and create GW2 was the massive number of skills and the even more massive number of skill combinations. And secondary professions was a major issue for balancing problems in GW1. I recall hearing back in 2009 that ArenaNet had considered secondaries for GW2 as well, but decided not to go that route for the primary reason of avoiding the GW1 issue of skill balancing being so hard to do. This is also why there are so few skills, and weapon-restricted skills on all professions.
From the players’ side, the only issue was that certain set ups were more powerful than many (if not all) others. They never demanded “dumbing down” but “better balance” – and ArenaNet decided the best way to avoid having balance issues would be to not have so many variables needed to be balanced. GW2 is presently nowhere close to the problems of GW1, and wouldn’t be even with secondary professions, but a few years down the line after several skills and traits get added? Definitely will.
Edit: Since they had considered and disregarded secondary professions, I doubt they’d consider sub-professions (which sounds like they would function rather similarly) for similar, if not the same, reasons. Which is in the end: variables in balancing the professions.
All they did in GW2 was move ‘Enchantment’ type skills into traits …
e.g.
Now in GW2, these types of ‘skills’ are just a % chance to happen when you do something (which to me is super boring).
Replacing skills with traits really did not make it any easier to balance anything …
People complain about how certain skills in GW1 were totally useless …
How many traits in GW2 are totally useless ??
I would take a GW1 system where you had to actively use these types of things over a cough WoW cough system anyday.
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Aside from the fact that article started with ‘“Guild Wars 2” has been without a doubt one of the biggest successes over the past twelve months in the realm of PC gaming, and the company that brought gamers the great MMO…"’ and made me lol, you might be on to something.
And that line is correct isn’kitten The game indeed is one of the biggest successes over the past twelve months.
The problem is, GW3 has nothing to go on. Aside from the career white knights and the few that actually enjoy GW2, they’ve probably lost a good portion of their fan base with GW2.
Got any source for that “few”? Because I believe GW2 has a much larger playerbase than lots of other mmorpgs and games in general.
And before the Great Manifesto Debate, they had many loyal GW fans. Before we start arguing about tge manifesto itself, it caused a lot of problems and caused a lot of fans to lose trust. The past 2 years have just added to that, as evident on the forums.
And yet the exact same people who were complaining at day one about the manifesto are still trolling the forums and can’t move on for some weird reason.
I think that would depend on how you define ‘success’.
Justin Bieber is one of the biggest musical success’ in the past ten years.
Is GW2 a success financially? Yes.
Is GW2 a successful continuation of the GW franchise? IMO no.
Is GW2 more successful than GW1? IMO no.
There’s only one thing you can be sure that ANet will deliver on: Gem Store updates.
Patch Notes and Mission Statements: now available for only 500 GEMS !!
Mesmer = Not always taken for pure DPS
Thief = nice stealthy skips (also v good DPS to boot)
Guard = condi removal, stability, aegisYet they all run zerker.
Got it.
The static Zerker meta is so much more fun than the shifting GW1 meta.
Mesmer = Not always taken for pure DPS
Thief = nice stealthy skips (also v good DPS to boot)
Guard = condi removal, stability, aegis
Necro?
I really wish enemy mobs had skill bars like the players do, and that they could actively dodge attacks etc. I also wish that bosses had elite skills like the players.
P.S.
Please make my mace/shield warrior useful in PVE… is no fun having to burn through all my CD to take defiant stacks off a mob, and then have some team mate who is spamming attacks cause it to put all those defiant stacks back on…
Oh, Oh, I have one:
Spend 1,000 in the Gem Store
- Get a new Expansion
I loved that LS where we had to hit ‘F’ on the sign posts!
It was so fun; I wish more LS content was like that.
lol, this game isnt like consoles, you both need a computer to play together.
lol ya, lAN belong for console, noobs need to l2p computers !!!2
Content is content even if it is no longer available.
Content isn’t anything if it doesn’t even exist anymore.
No content is content if people play it. Doesn’t matter if it’s not around anymore.
City of Heroes is so much better now that you can’t play it.
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Passive character upgrades are so kitten boring.
Its a game, most people play it to unwind when they feel tired or stressed, not take on hardcore bosses with uber skill for several hours after a long day at work.
IMO, this kind of content does not belong in open world and never did.
Personally, I am still waiting for a game that does not require me to click the mouse or anything. I work all day at a real job and now I am supposed to work in a game?! It should be like TV where I can sit back and relax but still be able to brag about how good I am at playing.
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Get to end-game!
They should make the entire game like LS.
GW2, play for two years and then it’s gone!
(that counts as content, right?)
I read the first page of responses to this thread, mine probably wont be read but I will say this anyway.
Currently ascended armour is the worst form of progression I’ve ever seen on an MMORPG. I know many people don’t want progression but it really stumps as to why not, why would you NOT want to have goals to aim for.
What do you aim for if there’s no gear progression, living story? pve? wvw? all these could be a lot better with gear progression.
If there was no progression in this game then what would people aim for? weapons and armour skins? sorry but I got bored 10 months ago of trying to look like a special snowflake compared to everyone else. I want enticing content with rewards that matter, I want challenges and offer me decent rewards or rewards that are acceptable for the time/effort of said challenges. NOT pve story content which ends every month and poor balance updates… sigh, this game has so much but it’s just going no where
Well, to me, active progression is much greater than passive progression. GW1 handled this well by having the player max his/her passive progression (armor, runes, etc) early in the game, while providing a long active progression system (acquiring skills).
With passive progression you pick a build, then you find gear for that build. The gear does not change the build whatsoever besides making the numbers bigger.
With active progression, the the rewards you get from progression actively change the way you play the game. You have a build set up with your current skills, but then you find another skill that makes you want to try another build. Or, you find a skill that compliments your build and you have to actively use it, thus changing how you play the game.
GW2 offers me nothing after I have unlocked all the skills for my character. For me, the game ends there. The only thing to do after level thirty is get passive gear pieces so my numbers get bigger, and that is not at all engaging to me.
The thing that irks me the most is the trait system. ArenaNet claimed they made the skill pool smaller in GW2 because of balance issues, but all they really did is cut all the activated passive skills from GW1 and add them as traits.
For me, it is much more fun to have triggered effects in an active manner rather than a passive manner. In GW2, you choose a trait that “whenever you X, you gain Y”. In GW1, you would have an enchantment skill that you actively used which accomplished the same thing. The difference is that in GW2 once you have it, you do not have to think about it (similar to gear). In GW1, you had to choose when and where was the best time in a fight to use such a skill, thus leading to more strategic choices for the player. Not to mention that these effects, when used at the wrong times, could be removed or stolen.
Examples of actived passive abilities from GW1:
http://wiki.guildwars.com/wiki/Channeling
http://wiki.guildwars.com/wiki/Explosive_Growth
http://wiki.guildwars.com/wiki/Contagion
http://wiki.guildwars.com/wiki/Hundred_Blades
http://wiki.guildwars.com/wiki/Archer%27s_Signet
http://wiki.guildwars.com/wiki/Blessed_Aura
http://wiki.guildwars.com/wiki/Assassin%27s_Remedy
The strategic value of these activated passive skills was enhanced by the fact you had a limited skill bar. These features are all parts of GW1 that, to me, made it a one-of-a-kind and innovative game.
GW2 is overflowing with passive choices and effects. You pick nine skills, and then every choice that you make as a player after you have picked your skills is a passive benefit that, to me, is not engaging at all.
TL;DR
GW2 would be more unique and engaging to the player if the progression system revolved around active changes to your character rather than passive changes to your character.
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i remember how i spent hours making builds on gw1
Why do people like this? My brain can’t comprehend.
For the same reason Magic: the Gathering has been growing and remains strong for the last ten years.
Build Wars was what made GW1 better than the competitors for me. I got hooked on the game because it was the virtual abstraction of a trading card game (replacing cards with skills).
GW1 to me defined a sub-genre that, to my knowledge, no other company has touched since.
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Players should not be rewarded for there time, they should be rewarded for there SKILL.
All MMORPGs reward time spent instead of skill. In the context of a pay to play game, that makes perfect sense – the developers want to tell players, “No matter how bad you are, you can get all the rewards in this game as long as you play just a bit more (and pay longer, coincidentally)”.
GW2 isn’t exactly a classic MMORPG, but most of its players have a classic MMORPG background and are looking for more of the same. Making rewards for skill would make the game better, sure, but it would alienate the farmers, grinders and exploiters who are the majority of ArenaNet’s customers. So don’t expect it to happen any time soon.
What sucks though is that if most of the GW2 playerbase has the ‘old’ MMORPG mindset, then I believe ANet will go in that direction. Which is completely understandable if you think of it as a sort of supply and demand mentality.
I’ll do you one better. Whatever happened to enjoying a game for its gameplay was rewarding enough?
That would require the game to have gameplay that feels rewarding to play.
If it doesn’t, then why play? For virtual rewards for a game you don’t enjoy? That doesn’t make a whole lot of sense to me; but to each his own, I guess.
I do not play, sadly. I am hoping that will change with the skill patches though.
crosses fingers
I guess my point was that some people have fun by discovering or by earning new things in a game. For me, GW1 did that with learning new skills and building new characters with new skills that I found.
I’ll do you one better. Whatever happened to enjoying a game for its gameplay was rewarding enough?
That would require the game to have gameplay that feels rewarding to play.
Another solution could be, as many have stated, link the drop of champion loot to actually completing the DEs. ie, if you fail the Ember event, no matter how many champion Embers you’ve killed, you won’t get anything as all the loot shows up in a chest at the end.
that wont work, what if you have to quit in the middle of event?
What if you do not have time to even log in to participate in the event? Whenever an event is complete, they should mail out the chest rewards to everyone on the server whether they participated or not.
Hard to say. I’ve been playing since launch and always running into events or creatures I haven’t seen before.
How often do you run into new events? Also, where do you typically run into events that you have not seen before (starter areas, mid-level areas, or end-game areas)?
If I were to start a character and play through Queensdale today, would there be no changes, slight changes, or changes so large that it does not even feel like I have played through that zone before?
I assume the Living Event will change zones or parts of zones. Some new enemy taking over a zone and raising an army or a stronghold, new mobs, zone may change because maybe a dragon landed there and burned the whole zone into crisps etc.
Does a Living Story event leave an impact on areas that it occurred in even after the Living Story has completed, or do zones go back to normal afterwards? If I play through an area that was the focus of a Living Story event two months ago, will the area feel different than it did before the Living Story event took place there? Also, do Living Story event primarily focus on level 80 content, or are there Living Story arcs that focus on lower level areas?
It’s hard to say if your experience would be different since there are 3000+ dynamic events in the game which can be triggered by various stages of success or fail.
Would depend if you played them all the first time the first time you leveled (not likely), or if you followed through on event chains, etc. I know they’ve added a few permanent events (Modus Sceleris, Skritt Burglar) and the Living Story keeps rotating in and out more that change over time. They also added quite a few new jumping puzzles and secret areas.
Another thing you can try is playing a different race or a different order to see a completely different way for the story to unfold.
I guess I mean something along the lines of:
Since one year ago at launch, did the majority of those 3000+ events change or are they exactly the same?
Sadly, I have played at least one character of every race already, but I have yet to play each of the orders (though I am not very fond of the Personal Story system).
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I have decided to give this game another go while I await the ‘new skills’ patch. I am going to start a new character even though I have played every class to at least level 30; however, I am afraid that it will just be the same thing all over again.
I vaguely remember ANet talking about how they were going to provide new events and switch out old events with new ones to keep the world from becoming too stale (which sounds really cool). So, I have a few questions that I hope someone can answer:
Have the non-80 zones changed at all?
Would my experience playing a new character be at all different even if I have played a specific zone before?
Would it be better for me to just zone to LA ASAP to participate so that I can participate in the “end game” events? (I really want to avoid doing this.)
I have not re-downloaded the game yet, because I am not sure if the levelling experience will be any different than what I have experienced before. If anyone could shed some light on the situation, I would appreciate it.
We all know that this game isn’t going to make it if we don’t get some real expansion, and with the upcoming new MMO’s that are coming out ANET and NCSOFT should be very scared.
Speak for yourself plz. Why would you want to wait 6 months for a big update when you can have a constant flow of smaller updates on a biweekly basis?
As for the upcoming MMOs that you mentioned, which ones are you refering to?
A constant flow of what… do X for Y amount of times quests that eerily place themselves where quest logs would normally appear?
Just to clear up some misinformation: ArenaNet co-founders Jeff Strain and Patrick Wyatt left ArenaNet to take roles at NCsoft West in 2008, and ultimately left NCsoft in 2009. Hardly midway through the development of GW2. Barely when it had started, if not before.
Thank you for clearing that up. I still believe that two co-founders leaving ANet at the start of such an ambitious project was extremely detrimental.
GW1’s first anniversary had a new continent, 2 new classes, new skills for every class, new armor, a new story, new henchmen, new pvp maps, and more…
I doubt we’ll get even half of that here….
Right, but even with the new expansion (which you had to buy anyway), there was still less content in Prophecies and Factions together than there was in Guild Wars 2 at launch.
Quality over quantity.
Do you mean non-pathed content,. the ability to swim, an actual trading post? Because for my money, Guild Wars 2 is at least as good as Guild Wars 1. And you’ve changed your tune anyway. You were saying we won’t get as much. Now you’re making a different argument.
There were plenty of good things about Guild Wars 1, and plenty of not so good things too.
We won’t get as much and the quality of what we do get won’t be as high. Anything else?
I agree … when one new skin on the gem store costs as much as one GW1 expansion I really do not see why ANet would consider making a new box sadly.
The two reason I played GW1 were the unique skill system (I consider the condition and regen/degen system as part of the skill system) and the fact that from level 2+ you were playing in a group (with henchmen or players). These two things were the reason I could play despite the terrible movement system, the terrible story, and the terrible cutscenes and voice acting. These things were unique because, to this day, I have not found a single game that works this way.
GW2 took what unique systems GW1 had and replaced them with typical ‘seen it before’ game mechanics such as: passive skill trees, forced solo based gameplay (until you hit your first dungeon at level 30), mario-esque jumping puzzles, and a fantasy version of EBay for all of Tyria to ‘play’.
Yea, there were bad things in GW1 just like there are bad things in GW2, but for me the good things in GW2 are not enough to justify me logging on for 4 years like they did in GW1. (I am guessing that the two co-founders of ANet leaving mid-development of GW2 had a lot to do with this.)
To me it feels like ANet created something unique that no other game can compare to when they created GW1. GW2 just feels like more of the same MMO snooze fest mechanics rehashed so that they seem new and shiny.
Anyways, like I said in an earlier post, I wish I had realized they were giving refunds when they were; my fault for missing that I suppose.
I don’t think Guild Wars 2 is a typical MMO at all, and I’ve played a bunch of them. The design decisions that went into making Guild Wars 2 (even though many have been separately in other MMOs), when put together, create a very different experience.
You’re entitled to your opinion of course, but I can’t think of any MMO worth playing for 3 months, and here I am playing Guild Wars 2 for a year.
I agree that we are both entitled to our own opinions, and I am glad that you find enjoyment in GW2. I do not deny that GW2 brings a different twist to features that you find in other games but to me this is not enough; the end result to me just feels like the same old thing.
Anyways, I hope you find as much enjoyment in GW2 as I did in GW1; I guess I will just keep waiting for another company to pick up where ANet left off with the GW1 systems that I enjoyed so much.
GW1’s first anniversary had a new continent, 2 new classes, new skills for every class, new armor, a new story, new henchmen, new pvp maps, and more…
I doubt we’ll get even half of that here….
Right, but even with the new expansion (which you had to buy anyway), there was still less content in Prophecies and Factions together than there was in Guild Wars 2 at launch.
Quality over quantity.
Do you mean non-pathed content,. the ability to swim, an actual trading post? Because for my money, Guild Wars 2 is at least as good as Guild Wars 1. And you’ve changed your tune anyway. You were saying we won’t get as much. Now you’re making a different argument.
There were plenty of good things about Guild Wars 1, and plenty of not so good things too.
We won’t get as much and the quality of what we do get won’t be as high. Anything else?
I agree … when one new skin on the gem store costs as much as one GW1 expansion I really do not see why ANet would consider making a new box sadly.
The two reason I played GW1 were the unique skill system (I consider the condition and regen/degen system as part of the skill system) and the fact that from level 2+ you were playing in a group (with henchmen or players). These two things were the reason I could play despite the terrible movement system, the terrible story, and the terrible cutscenes and voice acting. These things were unique because, to this day, I have not found a single game that works this way.
GW2 took what unique systems GW1 had and replaced them with typical ‘seen it before’ game mechanics such as: passive skill trees, forced solo based gameplay (until you hit your first dungeon at level 30), mario-esque jumping puzzles, and a fantasy version of EBay for all of Tyria to ‘play’.
Yea, there were bad things in GW1 just like there are bad things in GW2, but for me the good things in GW2 are not enough to justify me logging on for 4 years like they did in GW1. (I am guessing that the two co-founders of ANet leaving mid-development of GW2 had a lot to do with this.)
To me it feels like ANet created something unique that no other game can compare to when they created GW1. GW2 just feels like more of the same MMO snooze fest mechanics rehashed so that they seem new and shiny.
Anyways, like I said in an earlier post, I wish I had realized they were giving refunds when they were; my fault for missing that I suppose.
(edited by stayBlind.7849)
I wish that ANet was still accepting refunds. I was really looking forward to box sales as motivation for them to bring out quality content.
:(
(edited by stayBlind.7849)
Fixing broken content does not bring in new money.
Releasing new content does.
I would not wait on it.
I wish I could spend hours and hours coming up with fun and unique builds that I could use in groups with my friends.
The ‘carrot’ for me was the skill system.
If an expansion had come out by now (that introduced new skills and weapon sets or classes) I may have purchased it.
The two-week interval Gem Store updates are a no go for me though.