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Old Jun 16, 2005, 06:40 PM // 18:40   #1
Ascalonian Squire
 
Join Date: May 2005
Guild: Tangun Fury
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Default The Bottom Line

Hi,

I've been reading a lot of suggestions/comments in this section. It looks like a significant portion of the posts converge to one common focus: how to make RP/PvE more engaging. This is demonstrated through suggestions such as adding mounts, swimming, greater customization, RP districts,etc. Even one suggestion I read was about making PvP at a grander scale with one town against another; even this actually has a PvE element because this creates a more epic feel to the game.

Also, a big part of RP is in-depth character development and physical (or visual) attributes that make you unique or stand out from the rest. People, especially RPGers love this! The dual professions and skill sets give you that unique customization, but on a different level, one that impacts more at the PvP level, but not as much at the PvE/RP level.

Getting back to the bottom line...As a case in point, there's been a lot of debate about the last patch. Many people are mad that A.Net programmed in ways to disuade farming and at the same time, make it easier for people to get items such as runes (with rune traders and revised SoC ). Its fairly obvious that most of the negative comments are from those of the RP/PvE camp, and this ties in with the bottom line. How so? Many people don't mind farming if they can acquire something that will make them unique or stand out. And this uniqueness in turn creates a more engaging PvE/RP environment.

So my question is this: is PvE/RP becoming more engaging or is it becoming more and more just a means to an end (i.e. PvP)?

As much as A.net tries to stick to its guns about the whole philosophy of GW-- a game based on skill, and not on hours played - there is one major fallacy to this: many people who play GW come from a true RPG background. And, although it's easy for many to say "this is not your game, go play XxX", there are enough good things about this game that keep people here and the lack of a monthly fee can not be overlooked by most.

To a certain degree, GW has a split personality (PvE vs PvP) that is in constant conflict and I understand, its hard to satsify both. But I believe both have to be equally strong in order for Anet to maintain a broad fan base.

My next statement is a gross exaggeration, but its for emphasis: I don't want GW to start looking more like a FPS like HALO, but in a fantasy setting.

-Ashraven
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Old Jun 16, 2005, 07:12 PM // 19:12   #2
Lion's Arch Merchant
 
Join Date: Apr 2005
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I can really only offer my opinion here, so here goes:

I'm sad my favorite farming spot was nerfed. I found soloing quite relaxing. I wasn't the guy who buys items for 100k. I wasn't the guy scamming with collector items. I consider convinient (though not necessarily easy) solo play one of the best things a multiplayer game can offer me. After an idiotic three hours with six morons and a veteran player in the Fissure I need a break from humanity and all its shortcomings.

I'm sad there are rune traders because I had a huge rune collection. I worked hard for it. I don't think someone with 100k should be able to slap down for a superior and act like they're the baddest elem ever, despite the fact they're missing 150 hp because they don't get the rune system.

I'm sad there are rare materials traders, because unlike 99% of the Guild Wars population I explored the world and *found* all the rare material crafters and beat the other monks to my set of 15k armor.

I'm sad there's a sigil trader. I think Guild Halls should be earned. If you need to buy them, you should have to buy them from someone who held the Hall of Heroes. If I had my way sigils would be untradeable.

That said, I applaud the Guild Wars staff for implementing changes that - while unpopular to the hoi polloi - are a global and effective attempt at aligning the economy and making life equally fair for hardcore, pervasive, and casual gamers alike.

Does this make it harder to stand out from the crowd as a prolific player? In a way, yes. You can earn a rep through PvP. You can also earn a rep by running in groups. Within a month more and more people will ride peoples' coattails to get very exclusive gear like the Fissure armor (note to devs: please update the aesetic set, I know at least one monk besides myself who's bought it :P). I get status symbols, but I also like level playing fields.

It's more satisfying to me to out-monk an opponent, knowing he's had all the same advantages I've had, perhaps more since I got where I was without a guild. Likewise, with the more-forced cooperative gameplay I've been finding more talented players and begun a friend list of people I can actually count on. While I secretly hate ANet for making me suffer so many fools gladly in each group just to meet one person with talent and a sense of humor, I might as well reflect on the positive aspects.

So yeah, I think Guild Wars is trying to be a game that isn't just a fad or a flash in the pan. They've updated content to try and keep players playing and to keep other players from *preventing* or *hindering* other players from playing (e.g. farming billions of gold and buying "godly ubar rawk supar perfect hyper bladez" for 800 plat).

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