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Old May 23, 2006, 03:38 AM // 03:38   #221
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well, factions is short prolly due to the fact that the missions in the game are short..each can be completed within an hour for a decent player..and for a skillful group, it takes much faster..hence, the main game can be completed quite fast and you are either plunged into pvp or quest/factions grinding too fast

for me, the missions are fun but they are too short. Hence, it makes GW:F a short game comparing to GW:P where the missions are long. As a result, the players complete the game in a manner of days if they are really hardcore..hence, after they completed the game, for the PvE players, all is left to do is quest/factions grinding..well, unless they are interested in jade quarry/fort aspenwood, then at least there are something to do, but if they are otherwise..then quest grinding alone will be boring..

so i think anet better input additional long missions (akin to the missions in GW:P) comparing to GW:F in the future..to prolong the gameplay of future chapter of GW..
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Old May 23, 2006, 06:11 AM // 06:11   #222
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Old May 23, 2006, 07:25 AM // 07:25   #223
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I have to make a comment about the map in Factions.

I know it must have seemed like a swell idea to have overlapping zones on the map. I can imagine some young developer running into the office one morning screaming "I've got a great idea!". Me, personally, I like to use my map. I like to open up my map, click through my quests to see where each one is, and plan my route. That is what the map is for, isn't it? The city areas of the map are already next to useless (it looks like someone had a field day in Paintbrush with the grey and brown colors), but then you have to actually overlap two zones? It sort of makes it difficult to tell where I'm suppose to be going for a quest. It's a hassle, one that really doesn't even need to be there, what with all the space on the Canthan map that doesn't get explored. You could have just stuck the Skyway off to the side somewhere, or vice versa with the Undercity. And I know for a fact, at least one part of the outline of the map can only be uncovered from the Undercity, not the Skyway. So there's another hassle for those of us going for 100% map completion. Run through a section of map, then run through it again. I could also mention what a pain in the ass it is trying to figure out what portals on the map are suppose to connect which areas. Prophecies had such clearly defined zones, it was much better.

Also, having separate mission entrance locations for different characters is really just another pointless hassle. Sure, it's cool to have Tyrian characters go about a mission a different way than Canthan characters, but you could have at least put the zones in the same place. You already showed you know how to overlap zones. If my Tyrian character wants to go to the Undercity, he has to go through two areas to get there, where as a Canthan character can just quick travel to the Local Square and step outside. Just unnecessary hassles.
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Old May 23, 2006, 08:41 AM // 08:41   #224
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I find that there are not as many primary missions in Factions as there where in Prof.

Also, I think that in prof, your always advancing through the story line a mission at a time, all in different areas. I think you never do a primary mission in an area that you have been in before (I may be wrong, but it must only be 1 or 2). Where in factions, your running over old ground for quite a few missions.
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Old May 23, 2006, 12:45 PM // 12:45   #225
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i seen a guy the other day with 90% of cantha unlocked now 1 either the title will change to go with any updates or 2 what we see is all there is lol. it was like going from ascalon to beakans perch lol
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Old May 23, 2006, 01:04 PM // 13:04   #226
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I bought into Guild Wars because its main focus was PvP. I had gotten bored of the main competative games. The Unreal Tournaments, and Warcraft IIIs. I wanted something a little more singular and intelligant. Guild Wars filled that space perfectly and Factions extends its PvP gameplay incredibly well. PvE is nice but I have never seen it as a prime goal for the game and people complaining about a lack of it in GW is akin to people complaining that Unreal Tournament has a short single player mode. It just seems a little obvious to me.

If people are looking for a beautifully designed world, full of unique locations, quests and huge landscapes. Pick up Oblivion because Factions and Guild Wars in general just doesn't seem to be the game for you.

Last edited by Orpheus; May 23, 2006 at 01:06 PM // 13:06..
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Old May 23, 2006, 01:23 PM // 13:23   #227
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Quote:
Originally Posted by Shyft the Pyro
But if you visit the Maps section on this very site, you'll see the map of Tyria clocks in at an impressive 7131KB, while Cantha lags far behind at 2565KB.
Wow and you think the compression/scaling isnt anything related to bitsize?

Actually im quite happy with what they have done with Factions. It would have sucked if it was a direct clone of prophesies, although it seems there are some people that would have liked this. The new areas are very nice, new monsters, new quests/missions, new armor/weapons. That is the standard content you can expect from a sequel/expansion like game.

And if you are whining about not enough content, i guess you whined as well when LoD came out... only 1 act extra compared to the 4 already existing.

Dont say Factions is crap until you have seen it all.

It took me 3 1/2 days to finish Factions and it took me 5 days to finish prophesies. But the latter took only that long, because it took a long time to level up. Maybe I could finish it faster if i took a runner/powerleveler, but that would have taken the fun out of it all, right?
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Old May 23, 2006, 01:34 PM // 13:34   #228
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players are going to have different likes/dislikes

I didnt mind the backtracking
(and Prophecies did some too - such as the quest series Minaars Worry/Minaars Trouble from Travelers Vale)


all future expansions will always have the 6 core classes from Prophecy and the expansions will have less content to level new chars to 20

most expansion content will be oriented towards level 20 chars
(level 20 quests were lacking in Prophecy in comparison to Factions)


like someone who posted earlier, I never PvPed in Prophecy (I'm a PvE player) but I did enjoy the PvE/PvP mix in Fort Aspenwood

I wish the city section in Factions wasnt so big but otherwise I'm very happy with the expansion

Last edited by Ninna; May 23, 2006 at 03:13 PM // 15:13..
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Old May 23, 2006, 01:43 PM // 13:43   #229
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Quote:
Originally Posted by gnugeek
I've always had the impression, even before Guildwars launched, that the game was heavily focused on PvP, and that PvP was the core of Guildwars. I have no clue where you're getting the "should not be focused on pvp" idea from. If you're not interesting in PvP, I don't know why you'd be playing guildwars at all.
When the game was first lunched it was marketed as a rpg in beta. In fact there is website from 2005 that talks about how the game was to be made. Also awards and the fact that anet market themself rpg company. Any thing less would be miss leading.
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Old May 23, 2006, 01:59 PM // 13:59   #230
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Quote:
Originally Posted by Orpheus
I bought into Guild Wars because its main focus was PvP. I had gotten bored of the main competative games. The Unreal Tournaments, and Warcraft IIIs. I wanted something a little more singular and intelligant. Guild Wars filled that space perfectly and Factions extends its PvP gameplay incredibly well. PvE is nice but I have never seen it as a prime goal for the game and people complaining about a lack of it in GW is akin to people complaining that Unreal Tournament has a short single player mode. It just seems a little obvious to me.

If people are looking for a beautifully designed world, full of unique locations, quests and huge landscapes. Pick up Oblivion because Factions and Guild Wars in general just doesn't seem to be the game for you.
Well I suggest you take a close look at the gamebox again and then tell me where it states that PvP is the main goal.
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Old May 23, 2006, 02:01 PM // 14:01   #231
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Guildwars is neither PvE or PvP as a primary focus

GuildWars is marketed as a competitive RPG
- interpret that as you will

http://pc.gamespy.com/pc/guild-wars/525111p1.html
Quote:
"It's more like StarCraft than a traditional MMO," explains ArenaNet Founder and Director, Jeff Strain.

As a result Guild Wars might look like a traditional fantasy role-playing game, but it's got a unique feel. "It's more of a strategy game with persistence of characters," Strain says. "It's something that really hasn't been done with competitive RPGs."
FAQ from this site
http://www.guildwarsguru.com/content...ars-id1290.php
Quote:
Is Guild Wars similar to...?

- Diablo? Only in style, the game is immensely more complex than Diablo. Specifically, anyone could play Diablo effectively, while Guild Wars requires excellent team work and tactical thinking.
- Counter Strike? Not exactly, Guild Wars PVP is fast paced and requires a degree of skill akin to FPS multiplayer. However, the application is drastically different. [remember, it is an RPG and not an FPS]. Nevertheless, GW PVP is likely the most similar to FPS multiplayer games than any RPG on the market [due to the emphasis on skill rather than equipment and statistics].
- World of Warcraft? Somewhat, however there are many drastic differences beyond the "large world" atmosphere. ie. Guild Wars features Excellent PVP, little of agrind, less emphasis on levels, fast paced combat, less time required to be effective etc. On the flipside, Guild Wars does not have races

Is Guild Wars a ...?

- Hack and Slash Game? Only in its more simplest format, the true gameplay is derived from the use of skills and not hack and slash.
- Traditional MMO? No, it uses many MMO elements; however much of the grouping is done in instances [non-persistent]. However, everything is server based.
- Battle.Net like game? No, the world is run off the ArenaNet servers just like any other MMO.
- PVP only game? No, it has a very large PVE component.
- PVE only game? No, it has a very large PVP component.

Essentially, both the PVP and PVE aspects have been fully developed.
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Old May 23, 2006, 02:03 PM // 14:03   #232
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Quote:
Originally Posted by Ninna
Guildwars is neither PvE or PvP as a primary focus

GuildWars is marketed as a competitive RPG
- interpret that as you will

http://pc.gamespy.com/pc/guild-wars/525111p1.html


FAQ from this site
http://www.guildwarsguru.com/content...ars-id1290.php
It was first marketed as coaperative then later they added competive.

here is an exmple

http://gwtactics.com/staticpages/index.php?page=pre2

note it say focus on rpg. I have also come a cross where anet talks about in depth how they wanted to make the gamefrom 2005, but it has change from that.

Last edited by dreamhunk; May 23, 2006 at 02:38 PM // 14:38..
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Old May 23, 2006, 02:09 PM // 14:09   #233
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Quote:
It was first marketed as coaperative then later they added competive.
that may have been true prelaunch

but since release (04/2005), GuildWars been called Competitive RPG

the gamespy preview interview was done 06/2004,
almost a year before Guildwars was released
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Old May 23, 2006, 02:40 PM // 14:40   #234
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Quote:
Originally Posted by dreamhunk
here is an example
http://gwtactics.com/staticpages/index.php?page=pre2
note it say focus on rpg.
in the link you gave -- it doesnt just say RPG,
it says RPG "playing with and against other players"

Last edited by Ninna; May 23, 2006 at 02:48 PM // 14:48..
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Old May 23, 2006, 02:40 PM // 14:40   #235
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I see the competative media push and Factions direction as the best indication of what GW is all about. PvE is developed for sure, ANet are trying to cover both markets. Its just good business sense but honestly i've never seen it as a traditional MMORPG like WoW or FFXI where co-op PvE play was at the fore and PvP was a second thought at best and it was never advetised as such. Its not what I bought the game for and its definatly not what I continue to play it for.
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Old May 23, 2006, 03:05 PM // 15:05   #236
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This strand of discussion is a chronically dead horse. Guild Wars is PvP and PvE. PvP is used to balance skills, but the bulk of development time seems to go towards creating a vast PvE world with lots of complex architecture and many different types of mobs to fight, each with their own skills and quirks.

Which is, to me, a pity. If they spent the same amount of dev time on the PvP side, we would have the best PvP game ever. Unfortunately, PvP has remained mostly static since GWP's release (with the exception of skill changes). Alliance Battles are a good addition, but I don't think they have the lasting power of HA or GvG. They are not that fun to play (at the moment) anyhow.
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Old May 23, 2006, 03:40 PM // 15:40   #237
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Well, considering i have an outside life (lol, yeah right) I STILL haven't beaten factions, whereas I beat prophesies in like.... a month or two? In fact, my assassin just got to level 15 <3
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Old May 24, 2006, 01:57 AM // 01:57   #238
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Old May 24, 2006, 01:07 PM // 13:07   #239
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Yesterday's play reenforced my view that different leveling speed in the two chapters (for me and probably a lot of other PvE players) turns me off.

My lvl end 16 went to Cantha at LA and joined forces there with Mhenlo. I became mid 18 in like 90 minutes [fighting without group but 5 lvl 20 allies]. Then I get 3k exp for some goofer quest when in Tyria mission and bonus give me 2k. Bah.
This kills immersion really fast...
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Old May 24, 2006, 02:10 PM // 14:10   #240
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Factions is definatly "The Grind" Mentality - Mob after 10 man Mob with 20 man Mob behind you pressing in but Once you get out of the City area and make it to Cavalon or House zu Heltz The game opens up and I enjoyed it a little bit more. I was a little discusted when I got to the mission before the Harvest Temple w/ my warrior. I was pretty much useless because I couldn't hit the Dragon due to the gulf, I was just stuck working crowd control on the Afflicted and those Land mine Clams.

Missions I would say are not Harder than GWP but are a lot less Henchable but that maybe due to the fact I really haven't learned how to use the new Henchies to there full Potential. I now have to remember to keep in mind there new found Stupidity AI. Just steer clear of the Assassian if you don't want 2-3 mobs on you at once. But w/ a PUG you can run them fairly easy.

I really never had any issues with TDK or Hell's I don't understand why people have issues w/ them besides the fact they are just way to freakin long.

It is just refreshing to have new content just Hate the locked gates after you have already beaten game with one character. Everything at that point should be open to all of your characters and have free run of the map.
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