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Old Feb 20, 2007, 02:48 AM // 02:48   #41
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More difficult areas is fine, as long as they are accompanied by easy and medium difficulty areas. It's quite simple, really: When I get home from work, and I'm ready to wind down before bed, I want to have an easy-going time, goof off a little, maybe chat a little. If I'm in the mood to actually play, and I mean really play, I prefer a challenge. I seek out trouble, and love getting my ass kicked at those times.

There are enough areas in PvE to satisfy one who wants a challenge. Sure, there could be more, and I'm sure there will be in the future. Keep this in mind, no one is forcing you to play Chahbek Village over and over. All those "super-easy" or even "just not hard enough" areas all over Tyria, Cantha, and Elona don't have to be repeated. Just don't do them.

You want a challenge? Do the challenging areas. You want more of a challenge? Do PvP. If that's not enough, this might not be the game for you.
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Old Feb 20, 2007, 02:53 AM // 02:53   #42
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Quote:
Originally Posted by Blame the Monks
I want the game to be difficult, but difficult in the right way. Rather than retarded damage + cheap effects (doa), I would prefer realistic teams that play reasonably intelligently (basically take the heros from pvp, give them reasonable bars, make them level 20, and give me a fair fight.
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For

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Old Feb 20, 2007, 02:55 AM // 02:55   #43
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I agree that difficulty would be best created by giving monsters reasonable skill bars (at least in areas that are meant to be difficult), but we all know anet is never going to do that for a reason I'll never understand.

I don't like DoA myself, but I do like RoT's "cheesy environment effects" and lvl 28 self-replicating demons because you still need to think in order to counter them. Pretty much everywhere else you can play a bar with no synergy, have a horrible team set up and gimp yourself with uncustomized weapons or some other nonsense and still breeze through the game. This doesn't work in RoT and that's why I like it. IMO the difficulty is set pretty well, even if it's done by simply cranking up the numbers.

Quote:
Originally Posted by Bryant Again
This forum is only a very tiny fraction of the community, however. I wouldn't judge Guild Wars players' skill level based upon these forums.
I never said I'm judging anything. I even mentioned that the average poster here is probably more skilled than the average player.
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Old Feb 20, 2007, 02:57 AM // 02:57   #44
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I never said anyone was judging.

Ut oh...unless it was implied, and then I do apologize.
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Old Feb 20, 2007, 03:29 AM // 03:29   #45
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I ,like that of Blame the Monks,want PvE that has the intelligence of that of Heroes,Not the simple 'o hay her u r teh rly hard plaec wit teh high lved monstrs who do rly rly hi dmg' Cop out.

I want dual classed monsters with worthy skill bars and the fighting technique of Heroes.
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Old Feb 20, 2007, 03:41 AM // 03:41   #46
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I want things easy, very easy. I dont want to HAVE TO read the wiki guide just to finish a mission. If i want a challenge ill go solo something.
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Old Feb 20, 2007, 03:52 AM // 03:52   #47
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PVE is way way way too easy, there isn't a single even remotely hard mission in any of the games, or if there is it only "hard" because success is dependent on bad NPC ally AI.

On the other hand, DoA is not "hard", it is simply ludicrously unbalanced against the player. That does not equate to hardness.

PVE should be way harder in a legitimate - not "ludicrously unbalanced against the player" - form of hardness.
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Old Feb 20, 2007, 03:59 AM // 03:59   #48
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The only thing I fear is that "hard mode" will only be accessible after beating the game with that particular character. I want to run through the whole campaign on hard mode on my first time through, so I hope they'll allow for that.
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Old Feb 20, 2007, 04:05 AM // 04:05   #49
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Quote:
Originally Posted by darktyco
The only thing I fear is that "hard mode" will only be accessible after beating the game with that particular character. I want to run through the whole campaign on hard mode on my first time through, so I hope they'll allow for that.
"Hard" mode, whether you like it or not, will most liekly be DoA-style (i.e. DoA style ridiculousness), in order to make it fair for lv. 20s. So good luck leveling there.
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Old Feb 20, 2007, 04:15 AM // 04:15   #50
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Hopefully their adding "hard mode" will prevent them from ever needing to do any more stupid "elite missions" that exclude 98% of the player population from ever going there (as well as locking the only ritualist hero behind it *sigh*), and also encourage them to make the normal missions more attainable. I'm already dreading the Realm of Torment because of the stuff I've read... it sounds terribly un-fun, in the same way the battle with Shiro was un-fun (read as: required a certain build and only a certain build).
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Old Feb 20, 2007, 04:26 AM // 04:26   #51
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More titan quests, Last Day Dawns was the most fun I have ever had as a monk. 4 people, level 28 monsters... my kind of fun. Not level 28 enemies with annoying environmental effects and double-damage dealing bosses. Even still it was a joke, just more frustrating than anything else.

I want:
8 skills
Level 20 enemies
Two professions
Randomly generated groups

Less of:
Enrage
Auto-attacks of 100+ damage to soft targets
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Old Feb 20, 2007, 05:44 AM // 05:44   #52
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Quote:
Originally Posted by Cjlr
Pretty much my view...

Difficulty is one thing. Handicaps are another. Ask any strategy gamer: just because the AI 'cheats' (that is, has access to bonuses or options players can't access - that's usually what's meant by the term) doesn't make it fun. In fact, it just makes the same old gimmicks more effective and at the same time it often just gimps the crazy new ideas. Unless the crazy new idea is the new gimmick. But how often does that happen? Take Civilization. On the hardest difficulty levels AI civs have crazy insane bonuses. But people can still beat them because there are tricks that work every time. And then take Dark Avatar. Now there's a brilliant AI... It's adaptive, it's powerful, it's beatable (nobody wants to play Deep Blue every time...), and it's fun.

If I entered a new area and found that I had -6 health degeneration, KD every fifteen seconds, did half damage to enemies, and could only bring five skills, it would be a lot harder; but it wouldn't be much fun.

If, on the other hand, I entered a new area and found balanced AI groups, with fuller skillbars and better coordination... That would be a lot more fun.

Of course, it's a lot harder to program...
Hit it perfectly. I want more challenge, less outright cheating of mechanics. Give monsters decent skillbars and halfway reasonable ways to use them. Giving monsters double damage, or putting in crippling "environmental" effects that the mobs completely ignore, isn't a challenge, it's a cheap and lazy way to make things more difficult. Difficult != challenging.
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Old Feb 20, 2007, 05:51 AM // 05:51   #53
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Quote:
Originally Posted by tomcruisejr
So difficult that even afking in PvE outpost will require uber skills.
LOL I like that.One of the reasons I do H/H strickly.I got so tired of Afkers in GWP.
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Old Feb 20, 2007, 06:27 AM // 06:27   #54
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Mass Monster Mobs!

Thats my answer, as I love them so! The monster of course should be quite easy and low levels, but there is nothing I enjoy more than seeing waves of creatures falling down under my wrath upon them, bwahahha

Seriously tho, I do like the missions where a fairly common enemy attacks en mass which not only makes you feel very powerful, but still can have a relatively high difficulty when you get swamped by them. Environment effects are faux-difficulty. Self-replicating high level monsters is just a recipe for frustration.

A good example is this 'difficulty: master' mission: Assault on Beknur Harbor

Fantastic fun watching wave after wave crumbling!

My fear would be of 'farming' these missions tho. My joy would be ZOMBIES in one of these missions :-D
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Old Feb 20, 2007, 08:18 AM // 08:18   #55
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i like the difficulty the way it is, altho i have the feeling Nightfall is the easiest chapter of them all...If i compare Prophecies to NF it seems that Proph. was more difficult
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Old Feb 20, 2007, 08:45 AM // 08:45   #56
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difficulty vs skills

I n order to pass some most difficult levels u need certain professions + specic armor + specific skils + etc etc

This is no fun

Difficulty should be that any combo of newbie + any profession + skills can pull if off It will be difficult but possible

Not like u finsih the entire campaign with an assain come to elite mission only to told " No sins , dont take them , they are useless"

Thanks Anet
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Old Feb 20, 2007, 09:03 AM // 09:03   #57
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If there's a hard mode, I would hope that there isn't any reward there that is intrinsically better than other modes, in the same way that FOW armour isn't intrinsically better than 1.5k.

That way you don't feel forced to play hard mode to get an otherwise inaccessible item that might be really cool but can't be duplicated, like some greens can't be.

A title should be available for hard mode connoisseurs, it's about the bragging after all.

I'm guessing of course that rewards ought to be more substantial, but not where you create a kind of class division between players of different modes.

I'd also agree that forum goers are generally a lot more hardcore than the millions of other Guild Wars players. This is a tiny but vocal minority. Don't mess with the difficulty as is, I know a few players who never even go on guildwiki but love the game and think it's enjoyable as is.
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Old Feb 20, 2007, 09:49 AM // 09:49   #58
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Quote:
Originally Posted by arcanemacabre
More difficult areas is fine, as long as they are accompanied by easy and medium difficulty areas. It's quite simple, really: When I get home from work, and I'm ready to wind down before bed, I want to have an easy-going time, goof off a little, maybe chat a little. If I'm in the mood to actually play, and I mean really play, I prefer a challenge. I seek out trouble, and love getting my ass kicked at those times.

There are enough areas in PvE to satisfy one who wants a challenge. Sure, there could be more, and I'm sure there will be in the future. Keep this in mind, no one is forcing you to play Chahbek Village over and over. All those "super-easy" or even "just not hard enough" areas all over Tyria, Cantha, and Elona don't have to be repeated. Just don't do them.

You want a challenge? Do the challenging areas. You want more of a challenge? Do PvP. If that's not enough, this might not be the game for you.
This says it all...i like PvE as it is right now. Some areas hard, some easy, but balanced enough that even if you're not a veteran player, you should still be able to just scrape through to the end.

Please keep the main game as it is, the now legendary 'hard' mode should satisfy those that want to be up against it ALL the time.
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Old Feb 20, 2007, 10:34 AM // 10:34   #59
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More groups like the jade brotherhood ppl. They have a nice group build going on with pretty decent skills. Still fighting them has a smooth feeling to it with every profession you play. I really don't like gimmicks like exploding afflicted making cantha quite an ordeal for assassins. Or stuff that makes everything cost 40% more energy while the mobs are the same retarded margonites. Just toughen up the margonites a bit then.
I love Realm of Torment, because every profession could theoretically shine there. I had fun with my ranger there snaring margonite hammer warriors and interrupting water eles. A mesmer could do a lot of good harrassing casters as wel as melee. Necros can make minions or do other necro thingies. A sin can spike down clerics being unaffected by spell breaker. Warriors can beat the crap out of the baddies like they always do. etc. etc.
Never had any trouble finding groups and I already took 4 chars through.
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Old Feb 20, 2007, 11:11 AM // 11:11   #60
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Quote:
Originally Posted by bungusmaximus
I love Realm of Torment, because every profession could theoretically shine there. I had fun with my ranger there snaring margonite hammer warriors and interrupting water eles. A mesmer could do a lot of good harrassing casters as wel as melee. Necros can make minions or do other necro thingies. A sin can spike down clerics being unaffected by spell breaker. Warriors can beat the crap out of the baddies like they always do. etc. etc.
Never had any trouble finding groups and I already took 4 chars through.
I think this is an important point...all classes can work well there aswell as in most area's. Once it gets so difficult that not all professions can play their part there you get the elite missions and DoA type of thing...when that happens you can delete half your characters because they will become unplayable throughout a campaign.

It's automatic, as soon as a certain difficulty level is reached half the character classes cannot play there...So in my view, challenging is good but keep it playable for all professions. Gate of Madness is on the border but any team can get away with taking, say an assa or a paragon. And for once a mesmer is very useful there. But the fact that shiro is more difficult to beat than abaddon still surprises me...my assa is stuck there untill enough of my guildies have characters there to help her, cause no one else will take her in the team...I wonder if that is a good thing by any standard in a PvE setting.
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