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Old Aug 16, 2008, 04:05 AM // 04:05   #81
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Logging out in the middle of a map and then logging back in the same place.
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Old Aug 16, 2008, 04:09 AM // 04:09   #82
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Expected potions and such. Did not find them, and later realized it's more fun without them. Sad about consumables, which are basically the same thing, coming to Gw.

Expected solo play from the box. (Prophecies and Nightfall boxes). Found that it was included, but I wasn't warned the henchmen had terrible builds. Realized they had terrible builds once I learned how to play the game properly. Not quite sure why they're here after all this time, not sure why heroes are limited at three either. I guess it's still preferable to no AI at all, but then, I wouldn't have lasted past the first three Prophecies missions if I'd had to keep PUGing it (I eventually gave up on them and used henchmen to travel to the Shiverpeaks and past that, the PUGs were just too terrible and rude, was not an enjoyable greeting from the happy PUG community).

Last edited by Zahr Dalsk; Aug 16, 2008 at 04:11 AM // 04:11..
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Old Aug 16, 2008, 04:47 AM // 04:47   #83
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Surprised that there isn't a lot of depth. I mean, I haven't played for months, and I come back but a lot of the stuff seems pretty linear. I love to mess around with stats and such and get the good gear, but I couldn't afford WoW. :P

Potions... thank goodness. And yeah, I can echo the whole "just me and the AI party" part. First few days of Guild Wars was "wow, this is really lonely, even with 7 people.."
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Old Aug 16, 2008, 05:03 AM // 05:03   #84
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I suppose depth. On two levels:

One being skills. I had played a lot of M:tG and expected the build system in GW to have a great deal of depth due to having so many varied skills, as well as the ability to work in the skills of a secondary class. Honestly, it didnt quite work out that way. A great many skills in GW are redundant or underpowered, and secondary classes are most often used for non-attribute based skills or in minor applications. The result is still a great skill and build concept with many viable builds, but it doesnt feel as flexible and as wide ranging as it could have been.

The second is in activity. Playing through the story line once is superb. Even a couple times. Farming can be fun for a while. With the level cap set where it is, and with max items so easy to get, their only difference being skins, new content was needed faster than I got it. Sure, I still spent a great amount of hours in the game, especially in Prophecies/Factions days, but it was really chapter based and I found myself bored in between them since the wait was too long.
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Old Aug 16, 2008, 05:47 AM // 05:47   #85
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Quote:
Originally Posted by Sir Seifus Halbred
Care to elaborate?
Quote:
Originally Posted by The Guild Wars Manuscripts
Mesmers are masters of illusion and control, subverting the enemy’s Energy for their own use, and that of their allies. Combined with any other profession, their skills provide excellent support, turning enemies’ powers against them and changing the very fabric of reality to hinder foes and help allies. Mesmers have the ability to cast spells quickly, which can make all the difference in the heat of battle. Their powers of domination allow them to take control of enemy skills and Energy. Their unique illusionary talents can slow or even halt enemy movement and skill casting, or cause imaginary illnesses that drain Health and Energy from foes while healing and energizing allies. While Mesmers are not known for brute strength, their ability to confuse, distract, and drain the enemy’s resources more than compensates.
that explain enough?

Quote:
Originally Posted by The Guild Wars Manuscripts
Their powers of domination allow them to take control of enemy skills and Energy
i was thinking more then one skill like takeing over other peoples bars.

Quote:
Originally Posted by In-game description
A master of illusion, misdirection, and control, the Mesmer subverts the damage-dealing capabilities of others, manipulating their perceptions to achieve personal goals.

Last edited by Dr.Jones; Aug 16, 2008 at 05:50 AM // 05:50..
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Old Aug 16, 2008, 07:21 AM // 07:21   #86
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Quote:
Originally Posted by Dr.Jones
Mesmers not matching there description.
I second that motion! When I first started GW, I picked Mesmer as my first character because I thought it would be akin to the Sorcerer from Dark Age of Camelot (emphasis on messing with the enemy's AI, crowd control, the ability to control monsters, etc.).

I didn't realize my folly until I got to Kryta...
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Old Aug 16, 2008, 07:59 PM // 19:59   #87
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open and persistent world
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Old Aug 16, 2008, 08:29 PM // 20:29   #88
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Damn ksers...thank god for instances...I'll be ksed soon in GW2 though... :P
Yeah many have said jumping...
Btw OP your profile picture is my desktop background
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Old Aug 16, 2008, 08:46 PM // 20:46   #89
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From Dr. Jones' post:

Quote:
Originally Posted by The Guild Wars Manuscripts
subverting the enemy’s Energy for their own use, and that of their allies
BiP lolz... was that a Mesmer skill once, that was later changed to Necromancer; or was it a typo in the manuscripts?
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Old Aug 16, 2008, 11:49 PM // 23:49   #90
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Mostly things around deeper character development:

Higher stats for rare and elite items.
Very limited usefulness for XP after lvl 20.
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Old Aug 17, 2008, 02:31 AM // 02:31   #91
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Quote:
Originally Posted by Sir Seifus Halbred
Care to elaborate?
What I think he means is... Mesmers are called "masters of illusion" in all the manuels, etc. Yet for all that... mesmers have no real "illusion" abilities at all. Sure, they have degen hexes like Conjure Nightmare/Phantasm and an entire skill line named "illusion" but they don't actually create illusions, they just cause degen.

Really, mesmers could easily have been a "summoner" class by that definition. IE, stuff like Vanguard Assassin Support and the Polymark Summons (those skills being mesmer illusions would actually be a good RP explination for them).
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Old Aug 17, 2008, 04:33 AM // 04:33   #92
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The things I was surprised to not be included when I first started playing were:

1. Orr not being explorable (I REALLY wanted to fight hordes of undead on islands and in ruins).

2. Half the map not being explorable.

3. Not being able to explore more of the Mists/Rift (When I was reading the manual, I thought the HoH was going to be a storyline end-game. I was looking forward to going through all of the Rift and whatnot).

4. Something that was in the game that I didn't like: Weapon Attribute Requirements (but that's only because I played Diablo 2 too much with a necro weilding a kickass scythe/Crystal Sword+Bone Shield).

5. Mesmers not fitting their description fully.

6. Assassins being ninjas and not Arabiac Assassins.
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Old Aug 17, 2008, 05:10 AM // 05:10   #93
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Quote:
Originally Posted by Azazel The Assassin
Assassins being ninjas and not Arabiac Assassins.
I was confused too, but remember if they went ahead and called them Ninjas, the Narutotard count in Guild Wars would have doubled :P

I rolled a Ritualist expecting Binding Rituals to play a big part in the game. Silly me. I actually rolled one on the day of the temporary Exhaustion :\
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Old Aug 17, 2008, 05:44 AM // 05:44   #94
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I was surprised to not find that everyone was dependent on powerful items. Real power comes from the build and personal skill, now THAT surprised me after playing WoW and Lineage 2 for so long. What a breath of fresh air.

The other was as others said, that one magical world... Jump! I was hitting space when I first started to see what would happen, I noticed that I wasn't jumping. So I go into key bindings and get frustrated then go online looking to see if there was some magical way to jump that I was not noticing. Although I was disappointed in this, I got over it quickly.

Lastly. Challenge in The supposedly great Destroyer. I expected some 80ft tall Destroyer that would put all other bosses to shame.
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Old Aug 17, 2008, 06:20 AM // 06:20   #95
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Quote:
Originally Posted by Azazel The Assassin

6. Assassins being ninjas and not Arabiac Assassins.
I was somewhat disappointed in the lack of Arabic armor for Assassins in Nightfall, especially for females. Think Mileena from the latest Mortal Kombat games, sans the teeth.

Quote:
Originally Posted by Other Posters
No jumping, no full exploration.
After being a Morrowind junkie, Fable quickly weaned me off these concepts.
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Old Aug 17, 2008, 01:44 PM // 13:44   #96
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Couple more:

- Old-school attributes: STR, CON, INT, DEX, Charisma... that you could modify yourself. Also stuff like Stamina, Vigor, PDef/MDef values (and not +20AL vs. elemental damage). I was really expecting a AD&D-like attribute system.

- A skill tree.
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Old Aug 17, 2008, 03:22 PM // 15:22   #97
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Things I was expecting and didn't see:

I really expected an RPG - that didnt happen. Maybe in GW2 it will. While we were given controlled story lines - they were linear, or so closely woven, as to merely be playing through plot points. (Very well graphicked plot points, thank you designers.) Having 30+ years exp in RP and playing computer games, I understand that there are limits to a computer game. There could still be more options for personality, with xp being appropriate - if establish a history of moral behavior - then experience for taking the Mission of Peace in Old Ascalon would be non-existent and you would have an option for turning the guard in to the king. But if you had a history of immoral behavior, then you would get full exp. If you had mixed - working both sides then moderate. That is just one example.

Another thing that has always irritated me is the lack of individual expression. Yes, units have colors - guilds have colors to show who is with whom. But in the same way, Feudal Lords had their own colors and flew them under their superiors banner. This is also part of the frequent and constant requests for hair salons. I KNOW many female players that have repeatedly offed characters because they got tired of the same hair. For most men, this is no big deal - we change our hair style maybe 3 times in a lifetime. For women, being able to change this to go with their most recent armor is a natural normal regular part of putting on shoes. I am disappointed that Gayle was never able to get this accross to the designers - perhaps too many of the designers have never taken a course on female/male miscommunications. This lack of indivudalism falls right in there with the lack of RPG.

It would have been nice to be able to make armors out of materials you wanted. Instead of being required to provide hides for this, leather for that, cloth over here, linen over there, and silk in between - what about being able to choose. This has a benefit of being able to dye the armor the way you want. And options for applying two dye schemes would not be bad - if MS can manage it on windows - why can't GW manage it on armor. The only Derv armor I like is ancient - but I want to be able to dye more than the hem. I ought to be able to dye both. It would be nice if we could get a wider range of colors to dye with.

Ok, continuing on appearance: I have always been irritated that things you get do not reflect who you get them from. I can buy the same weapons from crafters all over the world (ok, slight variation from continent to continent). Why can't I buy things from specific cultures where I am at? Why does a Kryton made weapon look exactly like a Dwarven or Ascalonian made weapon? If I had told an Italian Sword maker his poignards looked French I would have had said poignard stuck in my codpiece. Monumental armor has no relation to Ascalon whatsoever. Luxon armor shows no jade. Kurzick armor shows no amber. The weapons crafters of both make no weapons or shields appropriate to their area in style or materials. Collectors all have a limited number of skins regardless of the area of the continent they come from. How is it All collectors have the exact same supplier almost world wide instead of having things unique to their area? (Ok, the Lotus Staff is an exception.)

I was very disappointed after they announced in Factions we would be able to fight on the rooftops that it was running across shingled floors instead of a more verticle function. Supposedly GW2 will have jumping, climbing, and swimming - I guess. We could see scaling scanty ladders, climbing ropes, swinging from balconies to escape (with our new assassin characters) and then we didnt see anything of the sort. Yep, that was a flat expectation breaker.

I have enjoyed all 12 monsters created in GW - but just how many times can you reskin the same creature and the same armor? I think GW is running a record here. Plants from the Crystal Desert suddenly become frozen monsters in caves that maintain spirit after spirit - eah? And normally, when two birds, animals, etc have separate names and are treated with special considerations there is something different about them. I am still looking for something different between a strider and a moa. I am just sure it is there and I have not seen it yet. One is noticeably smaller - SOMEthing.

I understand they tried to have hippo pets -and couldnt cuz the body didnt work out - ok, that explains why no Elephants. But when I heard GW was going to be an African based campaign - I envisioned later producitons that would be Persian, Moscovite, Mayan, Polynesian, etc. I think more could have been done to differentiate between the cultures used and the expression of them in campaign. Vabbi is supposed to be based on India - and I see some of it, but . . .

And last - I don't PvP. My disatisfaction with PvP was due to two things. One, I was still on dial-up when is started playing. (It was the only thing available here.) By the time I would load, all of my team would be dead and the opponents waiting at my gate to kill me. I suggested that something be done to ensure that didnt happen. The other was the lack of respect between players - the infantile shouting matches about sexual orientation, descriptions of each other's mothers, etc. I would have liked something more honorable. Something where as you prepare to enter, and after your skill bars are committed and unchangeable, you salute/bow to each other and then load into starting position. Then when the match is over, meet again in middle of arena and salute/bow before leaving. Any disparaging remarks to victor or vanquished resulting in a ban. People who fight one another may brag a little - but if they are truly competitors in the same arena - they hold a comradeship and respect those who do not compete cannot be a part of. That needed to be reflected and I have always been disappointed that it was not.

I still remember when there was a certain amount of role playing. Those of us who are role players get it. Those who weren't never did. When I play my Mesmer, Mrs. Arannel Rinley - I have been told, "Ok, mOm!" by fellow players - that means I played her strict, motherly side well. A friend played a direct spoken (tactless) female warrior - the height of compliment was her being cussed at and called various names, because of her direct and frank critticisms of players failures (but she was equally quick to praise their good work, btw -with the same roughness). The lack of support for that kind of role playing has been disappointing also. For those that do not want to do it that is fine, but when asked for RP districts or something to help separate in order to make less friction - then the RP was dropped and GW became an MMOG not an MMORPG. That the game never lived up to this initial advertisement (MMORPG is still in my original instructions from 3 years ago) has been disappointing.

Last edited by Fitz Rinley; Aug 17, 2008 at 03:28 PM // 15:28..
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Old Aug 17, 2008, 03:52 PM // 15:52   #98
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Why didn't they call Warriors Knights?
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Old Aug 17, 2008, 11:04 PM // 23:04   #99
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Quote:
Originally Posted by Issac
Why didn't they call Warriors Knights?
Knights are supposed to be glorious (knight in shining armor?).
Warriors in Guild Wars, on other hand: http://www.crithitcomics.com/botmanga04.htm
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Old Aug 17, 2008, 11:19 PM // 23:19   #100
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Elves.

Thank god for that.
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