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Old Jan 22, 2008, 06:35 AM // 06:35   #81
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1. PVE skills
2. Skills tied to titles
3. Consumables
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Old Jan 22, 2008, 06:54 AM // 06:54   #82
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Ooo seconding Cellardweller on the locked gates. It forces linearity and kills a lot of the openness that existed in Prophecies.

(Cellar Dweller...for all this time I thought it was like Cellard Weller, like some sort of name.)

Quote:
Originally Posted by DarkGanni
To all of you Ursan haters, If you don't like it, you may aswell stop using other PvE skills, Ursan is a PvE skill, you hate it just because its popular.

- Ganni
I'll leave it at this: There are many big differences between Ursan and other PvE skills that reward its popularity. A large lack of effort is one of them
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Old Jan 22, 2008, 07:02 AM // 07:02   #83
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1. A-Net taking too long to crack down on trade chat in local. IMHO, they should have cracked down on that from the beginning. The community would be in better shape if htey had.

2. factions. I do enjoy the ABs, but the locked gates, NPC merchants saying "GTFO, you don't have enough of the right kind of faction," timed missions, etc. really made it a crap chapter

3. Ursan Blessing, only because of it being WAYYYY overpowered.
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Old Jan 22, 2008, 07:11 AM // 07:11   #84
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1. Making HoM tied to destroyer items and NOT greens. (This would of made even crappy greens worth something.)
2. Nightfall (everything, the campaign, titles, heroes, new proffesions, skills, EVERYTHING. Nightfall obliterated the wonderful balance (pvp wise) the game had since factions.)
3. Ursans, it single handedly made running anything else not a realistic option because it is so easy to run everyone does it and if you try to rebel and go against it people shun you and won't allow you to pve with them because your a "noob, who doesn't run ursans" which creates antisocial behavior amongst an already divided community.
4. Heros, since nightfall created heros the community has become EXTREMELY anti-social because everyone thinks everyone else suck and that their way works the best. Monks and Minion Masters even have a hard time finding pve groups since the hero implementation.



why is everyone whining about the Zaichen Chest, what is wrong with rewarding players for their hard earned faction? God, get over it already jesus. PvE players get rewarded for farming everyday for hours on end, why can't the pvp players get a reward for farming in their own way?

Last edited by TimTimTimma; Jan 22, 2008 at 07:35 AM // 07:35..
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Old Jan 22, 2008, 07:24 AM // 07:24   #85
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1. Grind titles + skills tied to them
2. Consumables + new PvE skills
3. lack of proper storage / trading system

Longish wurm farming is one great example of the failure of this idea. Regarding Consumables and PvE skills, the first wave (Sunspear/Faction) had great promise despite some imba skills, but it got only worse, e.g. Ursan Blessing). Storage in this game is still always scare, despite three new storage tabs. Having to use char slots as item storage is sad.
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Old Jan 22, 2008, 07:32 AM // 07:32   #86
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1. The ridiculous Soul Reaping timer
2. Not introducing inscriptions and insignias earlier (preferably much earlier)
3. not introducing heroes earlier (and never giving us a female ele hero)
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Old Jan 22, 2008, 07:38 AM // 07:38   #87
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Quote:
Originally Posted by Hyper Cutter
3. not introducing heroes earlier
Hero's destroyed the social side of GuildWars. No one wants to play with real people anymore, it's all by yourself with your computer ran artificial intelligence. What's the point to have the game be online and be able to be social with other people when nobody ever wants to be social with other people in regards to playing quests/missions.
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Old Jan 22, 2008, 07:49 AM // 07:49   #88
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Quote:
Originally Posted by TimTimTimma
Hero's destroyed the social side of GuildWars. No one wants to play with real people anymore, it's all by yourself with your computer ran artificial intelligence. What's the point to have the game be online and be able to be social with other people when nobody ever wants to be social with other people in regards to playing quests/missions.
I've barely quested (ie. secondary quests for the fun of it) on my own; I do my missions with people, my quests with henchies. Why? Because I can go at my pace. The time I've quested with people, it generated something such as:

Me: Hey, I have <quest>. Anyone in for it? *gets in group doing the requested quest*

Group: Ready. *Exits*

Once outside:

Player #1: Hey I need <other quest>, let's do this one too.
Player #2: I've done it already, but yeah, I'll go it again...
Player #3: Done it 2 times already, not going this one again. *leaves*
Player #4: I have this, this this and that. Oh and this. Can you guys help me?
Player #2: Done this one, but not that one... everyone in for <3rd quest?>
Player #1: No, I'm only doing <quest> and <2nd quest>.
Player #5: Lol you guys are doing this? I'm not doing it. *leaves*

@_@.

As for missions, I prefer having real people over heroes/henchies...
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Old Jan 22, 2008, 07:54 AM // 07:54   #89
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Hmm

1. Skills based on grind titles(i'm including UB in here also)
2. Not giving Mobs proper skill bars
3. Not making spiteful spirit a mesmer skill.
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Old Jan 22, 2008, 08:00 AM // 08:00   #90
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1) loot scaling
2) dishonour
3) refusal to add 7 heroes
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Old Jan 22, 2008, 08:05 AM // 08:05   #91
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Quote:
Originally Posted by TimTimTimma
Hero's destroyed the social side of GuildWars. No one wants to play with real people anymore, it's all by yourself with your computer ran artificial intelligence. What's the point to have the game be online and be able to be social with other people when nobody ever wants to be social with other people in regards to playing quests/missions.
GW isnt WoW where you can solo the whole game on your own. You need to be in a party 99% of the time, and if you expect everyone to look for a full group of people for everything they do in the game, you are full of fail. Find an active alliance, Go play WoW or find a chatroom if you need to socialise online. Games were never designed for socialising.
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Old Jan 22, 2008, 08:08 AM // 08:08   #92
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1. Making most of the EoTN armors reskins. (I saw some of the concept armors for EoTN...why the hell did they ditch those and give us reskins?)
2. Having to grind 26,000 pts for armor.
3. Nerfing drops...and how some of the exempts were ecto...farmed UW a few times..got 0 ecto. :|
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Old Jan 22, 2008, 08:16 AM // 08:16   #93
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Waddya mean 3 mistakes? They haven't made more than two!

OK, jokes aside:
-Domain of Anguish made too tough initially and thus became inaccessible to a lower skill player.
-not starting the game with an auction house equivalent.
-can't really think of another one that wouldn't be likely to get fixed by future patches (toning down Ursan blessing and similar. It's nice to have, but in the end, I have to admit it: it's too much on its own...)
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Old Jan 22, 2008, 08:18 AM // 08:18   #94
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top 3 mistakes-

1) The ban policy (ban first... ask questions NEVER)

2) AoE nerf

3) Lack of Auction House
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Old Jan 22, 2008, 08:24 AM // 08:24   #95
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Is simple, really:

1) PvE only skills & title effects & consumables that reward grind and not skill
2) Power creep: giving enemies more damage and health instead of making them more ... cunning and giving people imba skills to deal with imba stuff easily.
3) Not doing enough for social side of game (ingame mail system removed, party search arrived too late and was underwhelming, no trading facilities, poor guild management possibilities ...)

4) Attracting people who want GW coverted to World of Genericmmocraft and listening to them.
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Old Jan 22, 2008, 08:28 AM // 08:28   #96
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Quote:
Originally Posted by choke
1. PVE skills
2. Skills tied to titles
3. Consumables
No point in me re-typing the same things as Choke. The above are ArenaNets biggest design mistakes in the game.
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Old Jan 22, 2008, 08:46 AM // 08:46   #97
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1. Lack of a decent trading system/auction house.
2. We hate Rangers week (nerfs to solo trappers, splinter barragers and barrage pet Rangers all within a few days).
3. Showing that they Care about the economy so much that they piss off at least half of the player base with loot scaling and then later on leave hundreds of duped items in game.
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Old Jan 22, 2008, 08:46 AM // 08:46   #98
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Quote:
Originally Posted by bhavv
Games were never designed for socialising.
No, RPG's were never designed to be Social MMO's were.

You fail to recognize the point of an MMO, which is to bring players together in a SOCIAL environment and encourage SOCIAL activity together in an entertaining/fun way. This isn't an RPG it's an MMO, get it right.

Quote:
Originally Posted by bhavv
if you expect everyone to look for a full group of people for everything they do in the game, you are full of fail.
First of all I didn't say that, I said that there is basically a lot less socialization in the game which defeats the purpose of an MMO. Second of all I expect their to be more players going "GLF yatta yatta" but you don't, most of the time you don't even see "LFG" anymore. Why? Because heros replace players that you would otherwise be waiting to play with.

Henchies were good, because they helped the lower leveled players get use to the game and get through it if they had trouble finding groups or weren't sure about it yet. However, once you got further in the game you could play with henchies but real people were better so you played with people to beat Thunderhead Keep, Raisu Palace, and Sorrows Furnace. With heros advanced players have trouble finding groups, hell you don't even need another player to dual farm UW or FoW anymore!

Hero's killed the social aspect of guildwars which is a very important aspect of the game for any MMO gamer.

Last edited by TimTimTimma; Jan 22, 2008 at 08:49 AM // 08:49..
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Old Jan 22, 2008, 08:50 AM // 08:50   #99
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1. Killing freedom with gates.

2. Subverting fun, by including and encouraging the pursuit of tedious badges of prestige, particularly titles. Then attempting to make them all important via the HoM.

3. Ever making anything "exclusive".
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Old Jan 22, 2008, 09:03 AM // 09:03   #100
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Quote:
Originally Posted by Jongo River
1. Killing freedom with gates.
Man, that was a huge let down in factions...

Quote:
Originally Posted by Jongo River
2. Subverting fun, by including and encouraging the pursuit of tedious badges of prestige, particularly titles.
Ya, the team that did Nightfall was an epic failure in all aspects of development.
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