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Old Apr 28, 2010, 07:01 PM // 19:01   #101
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Originally Posted by Shayne Hawke View Post
Instances for specific missions/dungeons/quests. Persistent world for everything else.
Thanks a lot
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Old Apr 28, 2010, 07:01 PM // 19:01   #102
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I want to see if ArenaNet really agrees with this. That after you beat all the missions and dungeons, you were supposed to just quit playing and not return to the game. This means that in six months after Prophecies launched, everybody should have quit playing.
No, 6 months after Prophecies launched, we were supposed to get Factions. We got SF instead, which somewhat held people over. I suppose you weren't around back then, but ANet was actually surprised that some people were both not moving to PvP, but not quitting the game either. That's why titles were added in the first place, because the players demanded something to grind for. I distinctly remember suggestion threads being posted asking for a system that was nearly identical to the titles we got. Only thing we didn't get that was originally asked for was a quest title.

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I'm tired of people saying that title grind is voluntary. So you make a title track and include special emotes for some of them, create a Hall of Monuments, and even have a web page promoting it all, but that's not outright promoting grind?
Nope. Allowing, enabling: yes. Forcing, promoting: no.
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If so, then you can say playing the game is voluntary because you could have just sat in your guild hall and chat with your friends. I could also say that life in general is nothing but a voluntary experience.
Good job.

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When you put something in the game that is obviously a major design point, then that's no longer voluntary: It's a feature. It's obvious to me that titles are a big deal in the game, and ANet has even done actions in the past to slow down title progression on purpose. In short, this game has grind in it, just like every other MMO. You can't just make a bunch of trophies and then use an excuse, "Well, nobody asked you to actually TRY to win them."
Yes, you can. See: the trophy system in every PS3 or 360 game released in the past couple of years. Some of the trophies require positively insane amounts of grind, and in a single player game no less, where you're going to probably be doing it all by yourself, with no one to talk to or show off to when you're done. But, you don't see people pointing to said trophies and complaining that the game's a massive grind, because they're just little trinkets you can hunt for if you really like playing the game.

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As for Guild Wars allowing you to respec your character, my response is: Who cares? Every other game doesn't need a respec option because you have access to every skill that you learned at all times, so you can use them all at once. In any case, I've never heard of any MMORPG where the primary complaint was people were forced out of a party, or they weren't able to do a mission or quest, because of a build issue. The usual design is to make the game so easy that just about any variety of builds work, and therefore nobody cares what you are running. In Guild Wars, this is definitely not how the game is designed. The reason why you have to respec all the time is because everybody has min-maxed everything so you have to run the absolutely most efficient build, or you can forget joining any party as nobody will want to group with you.
Like zwei2stein said, you clearly don't know what you're talking about here.

[edit]Oh yeah, some non-offtopic stuff:
Combat article
Weapons, professions, and races (leaked article, supposed to be going up on main site tomorrow methinks).
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Old Apr 28, 2010, 07:11 PM // 19:11   #103
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10 skills on your skill bar...
5 of them determined by your weapon
5 of them of your choosing, but limited to one for an elite skill, 1 for a heal, and the others have not been released.

I hope that they do not force a character to designate a skill slot for a heal. This feels too limiting build-wise, and I think eliminates some of the creativity involved in the build-making process.

Please don't do this.
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Old Apr 28, 2010, 07:13 PM // 19:13   #104
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Overall knowing some things could be subject to change before release I am still really really excited after reading that

Where is the preorder? I'll sign up right now!

I would guess there will be good and bad points like any game but so far it sounds so so good!
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Old Apr 28, 2010, 07:27 PM // 19:27   #105
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I hope that they do not force a character to designate a skill slot for a heal. This feels too limiting build-wise, and I think eliminates some of the creativity involved in the build-making process.

Please don't do this.
Seems like the game's going to be much more decentralized with the healing (water attunement heals party members, stuff like that). It's in doubt whether there's even going to be a healing class at all. In light of that, a heal/prot skill will probably need to be on your bar at all times anyway, especially since the game is going to be solo-friendly.

Also, 10 slots, plus 5 more from another weapon set. I think you should have room for a self heal.
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Old Apr 28, 2010, 08:31 PM // 20:31   #106
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I'm not sure exactly why somebody felt the need to HIDE this thread in Off-Topic & the Absurd so people wouldn't see it, it would seem to be suitable material for "community discussion on Guild Wars related topics"

The article linked to begins with "This week we’re celebrating the 5th anniversary of the release of Guild Wars." and continues with "So five years ago we released Guild Wars" and goes onto "The original Guild Wars was known for the level of storytelling it brought to online RPGs"...

How exactly is discussing the design philosophy of GW2 as it relates to GW1 and how the changes are for the better (or worse) in relation to our GW1 experiences somehow NOT a "Guild Wars related topic". Or is this just more of the same agenda to drive people to GWG2 forums?
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Old Apr 28, 2010, 08:50 PM // 20:50   #107
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They want people to talk about GW2 over at GW2G, but I posted this on Guru specifically because it seems like the communities are becoming more divided, particularly with the backlash on this forum over them being "ignored" during the War in Kryta viral campaign.

Oh well. Just trying to stir the pot a little somewhere where people might see it...
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Old Apr 28, 2010, 10:44 PM // 22:44   #108
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Oldschool Water Trident had knockback waaaaaay back.
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Old Apr 29, 2010, 06:38 AM // 06:38   #109
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Quote:
Originally Posted by Divine Ashes View Post
10 skills on your skill bar...
5 of them determined by your weapon
5 of them of your choosing, but limited to one for an elite skill, 1 for a heal, and the others have not been released.

I hope that they do not force a character to designate a skill slot for a heal. This feels too limiting build-wise, and I think eliminates some of the creativity involved in the build-making process.

Please don't do this.
It also eliminates player stupidity. If you are now guaranteed that 1/2 of skillbar of any player is at least decent, grouping is going to be quite improved.

Creativity can allow you to make awesome fun bars, but most players have more of random approach.
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Old Apr 29, 2010, 07:08 AM // 07:08   #110
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With four skills to choose from you're going to have to be awfully damned creative...

And how the hell did you jump to the conclusion that half the skill bar will automatically be decent just because it's 'preset' by Arenanet? I'm having flashbacks to the old PvP templates that included a 'Paladin' WaMo... good? I'm not so confident.
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Old Apr 29, 2010, 12:52 PM // 12:52   #111
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It also eliminates player stupidity.
Nothing will ever eliminate that.
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Old Apr 30, 2010, 04:37 PM // 16:37   #112
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Originally Posted by Skyy High View Post
I suppose you weren't around back then, but ANet was actually surprised that some people were both not moving to PvP, but not quitting the game either. That's why titles were added in the first place, because the players demanded something to grind for. I distinctly remember suggestion threads being posted asking for a system that was nearly identical to the titles we got. Only thing we didn't get that was originally asked for was a quest title.
This is correct. A lot of players were not moving to PvP. PvP didn't appeal to them at all. Instead, many players were re-playing PvE content multiple times over. Because of this activity, titles were added so that players who were replaying content would be rewarded for behavior they were engaging in anyway.
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Old Apr 30, 2010, 04:59 PM // 16:59   #113
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single profession....wasnt the dual profession one of the things guild wars was touted for??
and now you only get to pick what 3 skills?---that should make the pvx wiki easy...
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Old Apr 30, 2010, 10:17 PM // 22:17   #114
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Pandering to inept PVE'ers once more. Kindly grow some balls and make PVP packs from the get go. Please. I won't be pre-ordering but to save endless PVP on the forums get it right from the start this time.
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