Mar 30, 2010, 03:57 PM // 15:57
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#41
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Forge Runner
Join Date: Apr 2008
Location: Texas
Guild: Reign of Judgment [RoJ]
Profession: Me/
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Quote:
Originally Posted by Redvex
/signed
I wanna 7 heroes and.........11 heroes in urgoz
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Um...yes to 7 heroes, not to 11 heroes in Urgoz/Deep/other elite areas.
You'd want to use at least one other player for those areas anyway.
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Mar 30, 2010, 04:12 PM // 16:12
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#42
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Desert Nomad
Join Date: Aug 2006
Guild: Guernsey Milking Coalition[MiLk]
Profession: E/Me
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I really like this idea. I have been in the same Alliance for almost 3 years now, and a lot of the people I am in it with, I was in a guild with them before that. I haven't done a PUG in two years. At this point in the life cycle of this game, it would be a welcome thing for sure to use 7 heroes. I don't see a downside here at all. This would also be a huge help to players that need certain missions done. How can being able to beat Eternal Grove mission when you want to be a bad thing? Only good can come from this.
/signed.
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Mar 30, 2010, 04:35 PM // 16:35
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#43
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Ascalonian Squire
Join Date: Feb 2010
Profession: W/
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What is the success rate on higher end game areas when you pug? I never kept track, but I would imagine it to be single digits. Or maybe I have had bad luck at it.
For me, the endgame areas have been nothing but frustration. I play this game for fun...so instead of stressing, I either leave the game for a bit or concentrate on what I can do solo.
I wonder how many players are like me. You try to find a good guild that will allow you to gain experience and knowledge on your main character in those end game areas. (I am warrior) That fails... You try to pug it. You have little success, get bored and leave the game for a while. You come back and try again, only to find the same results.
But, this idea of 7 heroes would allow players like myself, to actually enjoy ALL of GW. And in addition a huge benefit would be that some pugs might start to actually work as people will have knowledge and experience from soloing.
But, whatever the benefits may or may not be it would for sure make GW more enjoyable for me. As to whether I would ever play with humans again...who knows...but, I don't now...so the argument of 7 heroes hurting live interaction seems kind of moot to me. Most don't now. So what is there to lose.
I would pay for this option.
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Mar 30, 2010, 04:45 PM // 16:45
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#44
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Forge Runner
Join Date: Jan 2008
Location: Rubbing Potassium on water fountains.
Guild: LF guild that teaches MTSC (did it long ago before gw2 came out and I quit...but I barely remember)
Profession: N/A
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Quote:
Originally Posted by upier
That's the thing - everyone ends up comparing PUGs with heroes. Which is just silly.
Heroes are the best thing the AI has to offer.
PUGs are not the best thing that you can find in terms of a human team.
What you want to be comparing is the best hero team you can come up with a human team, abusing PvE skills and each high on consumables.
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The reason they are compared to pugs..is because good humans have been established as better then heros...But are you going to find even 1 other person to do everything you want? I mean guilds do help with finding people...but...even then there will still be times when your all alone...(like me playing at 3 in the morning being in an american guild...no ones on...)
Quote:
Words are cheap baby!
Prove it with some RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO-shots!
*blows kiss*
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Ooo...well maybe tomorrow :P
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Mar 30, 2010, 04:53 PM // 16:53
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#45
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Wilds Pathfinder
Join Date: Feb 2007
Guild: GameAmp Guides [AMP]
Profession: E/
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I would love to be able to add 7 heroes, and wouldn't object to paying a few quid for the ability to do so. It's not that I'm anti-pug (I actually enjoy pugs for the z-missions and z-bounties, for the company), but there are times when I want to do missions and there's nobody else about in the outpost, or I want to do a vanquish and get it done quick. I would have no objection to some form of counterbalance, like reduced drops in 7-hero mode, or maybe make the baddies increase by a level or two. My ideal team build would be my 3 ranger beastway set-up, with mm necro, spirit rit, heal and prot monks.
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Mar 30, 2010, 05:03 PM // 17:03
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#46
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Ascalonian Squire
Join Date: Dec 2006
Location: Texas
Profession: N/
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I would like to see this added.
Other than playing with my guild/alliance or friends the only time I PUG is if I am on a low level character and they are not available or certain missions that another human player makes it easier like Eternal Grove or Arborstone (to carry the urn if I'm a warrior or ranger).
I doubt it will happen but...
/signed
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Mar 30, 2010, 05:08 PM // 17:08
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#47
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Furnace Stoker
Join Date: Oct 2006
Guild: GWAR
Profession: Me/Mo
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I would like to hear the opinions of players who bought the games in the last six months or so to see what the current pve experience is.
I took 3 characters through prophesies in the year I got it but then player parties were plentiful, only downside was a strike by Monks because there were getting loads of trouble with bad players blaming them for failing.
Took the same 3 characters and another 3 through Factions used pugs and henchies a lot more and did the harder missions with help from my guild and alliance.
Nightfall has been an almost solo experience ditto Eye, the problem with this type of game is that everyone plays through it at a different pace and may take alternative paths.
All your guildies may well be in a different area to you or even a different game, you can only get help as and when its available.
In a game this old the only place to get decent human help is in pvp that part of the game is like most other online games where you choose to play a particular battle sometimes many times over.
PVE is linear and all to frequently no one else is where you are maybe its time to play pve in the only way it can be solo.
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Mar 30, 2010, 05:09 PM // 17:09
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#48
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Site Contributor
Join Date: Nov 2009
Location: Atlanta
Guild: [LIFE]
Profession: P/
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Keep in mind this is an MMORPG, which stands for Massive Multiplayer Online Role Playing Game. Allowing even 3 heroes has removed the Multiplayer aspect of this game, 7 would only kill it further. I disagree with even allowing 3 heroes in a party, so I for one wouldn't like this that much .
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Mar 30, 2010, 05:19 PM // 17:19
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#49
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Grotto Attendant
Join Date: Mar 2006
Location: Done.
Guild: [JUNK]
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Last edited by upier; May 10, 2010 at 04:18 PM // 16:18..
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Mar 30, 2010, 05:35 PM // 17:35
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#50
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Frost Gate Guardian
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Why not? At this point, that doesn`t matter much anymore. Personally, i`d love to have 7 heroes at my disposal. There would still be an option for pugs, ofc.
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Mar 30, 2010, 05:39 PM // 17:39
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#51
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Krytan Explorer
Join Date: Aug 2005
Location: Connecticut USA
Guild: [ITPR]
Profession: W/
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What is it with all these people saying that 7 heroes would kill interaction between players? Pugging was dying long before heroes ever came on the scene. As it stands now, pugging is an effort in futility. Let's just accept that the game is nearing the end of its run. The final thank you ANET could give players that have stuck by GW1 so long, is for them to unlock a 7 heroes option. This way those final few players who have yet to complete UW or FoW could do so without having to resort to gimmick team builds in a class they may not even play (Mesmer primary anyone?).
The virtual economy is beyond repair. The interaction between players is dead pretty much in PvE. The game is about to be replaced with a new edition. Really. What harm could it do? The game is beatable with hero/hench already, why not at least let people who like that style of play customize their whole team? Seven heroes wouldn't make it easier for players to get uber drops due to loot scaling. And most people looking to farm aren't trying to hear about full parties so they can maximize drops. So again, what harm is there realistically?
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Mar 30, 2010, 05:55 PM // 17:55
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#52
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Lion's Arch Merchant
Join Date: Nov 2005
Location: UK
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Quote:
Originally Posted by FyrFytr998
What is it with all these people saying that 7 heroes would kill interaction between players? Pugging was dying long before heroes ever came on the scene. As it stands now, pugging is an effort in futility. Let's just accept that the game is nearing the end of its run. The final thank you ANET could give players that have stuck by GW1 so long, is for them to unlock a 7 heroes option. This way those final few players who have yet to complete UW or FoW could do so without having to resort to gimmick team builds in a class they may not even play (Mesmer primary anyone?).
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The point at which ANet do this is also the point at which their product should be taken off the servers as it becomes single player. I wonder how many would continue to play the same game in a locally hosted GW that saw no other human players? Would it have the same attraction? Not for me.
I don't agree that pugging was dying long before NF. Factions did thin out the player base a little, but it was only in areas like Sorrows Furnace and UW/FoW that smaller teams were regularly forming. Even Tombs was 8-man B/P teams in the main. Only when NF arrived did those with that chapter start running around with a perma-4 above their head. This was the beginning of the end of the PuG in my opinion.
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Mar 30, 2010, 06:09 PM // 18:09
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#53
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Forge Runner
Join Date: Mar 2006
Profession: N/
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positive: more people would play the game
negative: just not with each other anymore
Quote:
Originally Posted by phineas
What is it with all these people saying that 7 heroes would kill interaction between players? Pugging was dying long before heroes ever came on the scene.
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are trying to say that you can't kill something thats already dead? degrees my friend, its all about degrees. your right, it may not 'kill' but it would still definitely 'hurt'--the pure optimist might even go as far to say that it wouldn't even hurt, but one thing for sure is that it wouldn't help. (horrible) henchies gave players a bad but doable option to play solo; 3 heroes gives players a decent option to play solo; 7 heroes would give players a flippin kick-ass reason to play solo.
Last edited by snaek; Mar 30, 2010 at 06:18 PM // 18:18..
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Mar 30, 2010, 06:30 PM // 18:30
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#54
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Banned
Join Date: Oct 2007
Guild: N/A
Profession: D/W
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The way I percieve things, all those heroes are just ACHING for employment. They've already been created by Anet, and in a dead game, I no longer see the point in keeping the 3 heroes restriction anymore.
Anet: Make the remaining playerbase happy and give them their 8-11 heroes so that they can enjoy what little fruit remains in Guild Wars because quite frankly, players would probably rather use henchmen over retarded human players anyways. So if you care about them, you'll lift the restriction and let them enjoy PvE. Otherwise, ya'll obviously just don't give two shts about the players and would rather they continue H/Hing PvE until they get fed up and quit the game to minimize server costs.
I also don't think that the coding would even be laborious if ya'lls coding has been kept simplified and in good order throughout all this time [I won't hold my breathe though...].
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Mar 30, 2010, 06:36 PM // 18:36
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#55
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Grotto Attendant
Join Date: Jan 2007
Location: Niflheim
Profession: R/
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Quote:
Originally Posted by WarcryOfTruth
Keep in mind this is an MMORPG, which stands for Massive Multiplayer Online Role Playing Game. Allowing even 3 heroes has removed the Multiplayer aspect of this game, 7 would only kill it further. I disagree with even allowing 3 heroes in a party, so I for one wouldn't like this that much .
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Then what about Henchmen?
Also, GW is not and has never been (maybe in alpha...) a MMO. Check it up if you don't believe.
"Kill it further" is, like House said, "double death?".
People already play in full AI teams. It won't make me hate pugs any less or more if there were 4 heroes more per team or not. Henchmen are as good or better than normal PuGs.
What? You think I would go back to PuGs if there were no heroes? I would use henchmen, like I did before Nightfall. No henchmen OR heroes? I wouldn't have bought the game in the first place.. at least, no games after Prophecies.
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Mar 30, 2010, 07:00 PM // 19:00
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#56
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Lion's Arch Merchant
Join Date: Nov 2005
Location: UK
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Quote:
Originally Posted by Regulus X
The way I percieve things, all those heroes are just ACHING for employment. They've already been created by Anet, and in a dead game, I no longer see the point in keeping the 3 heroes restriction anymore.
Anet: Make an unknown percentage of the remaining playerbase happy and give them their 8-11 heroes so that they can enjoy what little fruit remains in Guild Wars because quite frankly, players would probably rather use henchmen over retarded human players anyways. So if you care about them, you'll lift the restriction and let them enjoy PvE. Otherwise, ya'll obviously just don't give two shts about the players and would rather they continue H/Hing PvE until they get fed up and quit the game to minimize server costs.
I also don't think that the coding would even be laborious if ya'lls coding has been kept simplified and in good order throughout all this time [I won't hold my breathe though...].
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Fixed.
It's not ANet not caring about the players. It's the players. Probably the same unknown percentage.
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Mar 30, 2010, 07:33 PM // 19:33
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#58
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Ascalonian Squire
Join Date: Feb 2010
Profession: W/
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"H/H can already steamroll almost the entire game"
for me that is the problem..."ALMOST"
I want to experience the end game areas with success....pugs are like winning the lottery...guilds have their cliques and usually want to speed clear...they aren't going to take the time to teach...I am not talking about letting me solo steamroll easily through these areas...just less frustrating than trying to find a pug or guild...
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Mar 30, 2010, 07:38 PM // 19:38
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#59
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Grotto Attendant
Join Date: Mar 2006
Location: Done.
Guild: [JUNK]
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Last edited by upier; May 10, 2010 at 04:18 PM // 16:18..
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Mar 30, 2010, 08:01 PM // 20:01
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#60
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Academy Page
Join Date: Sep 2006
Location: Bulgaria
Profession: W/Mo
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More heroes sounds good and i`m willing to see it in-game, but it probably won`t happen.
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