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Jan 06, 2009, 12:24 AM // 00:24 | #381 | ||||||
Hall Hero
Join Date: Feb 2006
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Being mindless with the grind will get you nothing. Quote:
An example would be if in order to enter the Deep you'd have to be rank 5 Luxon, or in order to leave the Crystal Desert and proceed to the Fire Islands you'd have to have a certain amount of experience points. In a more broader example, it would be akin to taking all the grind GW currently has and inserting and spreading it out in your play through the campaigns. The fact that there is an epic amount of grind that when completed gets you next to nothing, served as a "hey, bored?" afterthought when you're done with the real chunk of the PvE game, it becomes entirely different than grind seen in most MMO's. When you make it a optional, you make it an achievement - and since we've yet to see in this thread how 360 achievements are damaging to all of their games, it's concluded that these titles are equally unharmful. Which brings us to the question of how all this "grind" is harmful in the first place, and the only thing we can presume is that it goes against the core of the game. The problem there, though, is that those beliefs are pretty much entirely open to interpretation so we're pretty much at a wall. The plus side I personally get is that Guild Wars now caters to multiple playstyles rather than not, and that's something ANet really needs to see further success down the road. Quote:
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I still can't beat the game by grinding up my stats and titles and rolling my face on the keyboard. Granted I can rollface2board but that's because I've been playing since release and know my shit, not because my character's been grinded to the max. I do see ANet not wanting time spent doing mundane tasks to increase your chances of success, but I don't see any mention of ANet never adding their equivalent to the 360's achievements. Quote:
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But that doesn't excuse the crappiness of what you personally might face for GW2. It's not often you run into something like GW1, with such an easy method to replay missions and what not. I wouldn't imagine this easily mimicable in GW2, but I would expect them to stick with implementing HM again, so there's that for you. Last edited by Bryant Again; Jan 06, 2009 at 12:32 AM // 00:32.. |
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Jan 06, 2009, 01:13 AM // 01:13 | #382 |
Furnace Stoker
Join Date: Jan 2009
Guild: [SOTA]
Profession: D/
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I'll be honest - I'm a newbie to Guild Wars, having only been playing for a few weeks and having yet to even get a character to level 20 (so close on my A/R though!). But the low level cap and the relative ease to get to it is part of why I love the game so much. I hate the time wasted in trying to grind to a high level. Over the summer I tried out FFXI and I quit for that very reason - it took me a week simply to go up 5 levels. It was boring, plainly put.
I like the low level cap in GW and how you reach it fairly early in the game because it does something that most MMOs don't - it puts an emphasis on actually playing through the plot. Most of your xp and levels will come from quests and missions, so you have to play the plot to even level up at all. A lot of people grind and farm to get money and armor - but you don't have to do that. It's not like in other games where it's like "...sigh...need to go up 10 levels before I can do anything...*goes off to grind for a week*". I wouldn't mind a higher level cap for GW2, but not too much higher. 40 or 50 at the top range would be ideal, in my opinion, but I wouldn't be bothered if it stayed at around 20 or 30. |
Jan 06, 2009, 05:17 AM // 05:17 | #383 | |
Desert Nomad
Join Date: Jul 2006
Profession: D/
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Having a low level cap puts emphasis on content in the game, not level grinding |
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Jan 06, 2009, 07:14 AM // 07:14 | #384 | |
Bubblegum Patrol
Join Date: Dec 2005
Location: Singapore Armed Forces
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And the heavens shall tremble. |
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Jan 06, 2009, 09:07 AM // 09:07 | #385 |
Desert Nomad
Join Date: Jul 2005
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Well I love the grind and the being needed because of my rank and pve only skills myself. It puts me at an advantage as we all know some of these pve only skills are top dawg. I was getting tired of everyone being pretty much the same. Anyone can press buttons 1 2 3 and run around in a circle, but, grinded ranks and special skills can't be had by all easily and that puts me more in the limelight which I enjoy being in and wanted more by other pugs and groupings. So, I definitely want more separation of character just like in real life where the more effort I put into my job the more rewards I will receive over others, these are called "MERIT" raises or incentives. That's what will always be needed in these online MMO's. So, more levels more grind and the one that does the most receives the most.
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Jan 06, 2009, 08:26 PM // 20:26 | #386 | ||||||
Forge Runner
Join Date: Oct 2006
Profession: E/Mo
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Yet another consequence is level inbalance or even level elitism (of course the latter I personally don't care but it will arise). But level inbalance will occur. If Anet is genius they might be able to work around this too, but I am doubting it. Quote:
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Jan 07, 2009, 01:55 AM // 01:55 | #387 |
Jungle Guide
Join Date: Jul 2008
Location: みやき町
Profession: Mo/A
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I say make the Level cap at 155.....its actually not THAT bad to have a moderately "high" level cap....the key is to not make getting the last 20-30 levels a trip through hell.
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Jan 07, 2009, 04:18 AM // 04:18 | #388 |
Wilds Pathfinder
Join Date: Jun 2006
Guild: N/A
Profession: N/
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This is y i loved this game more than wow. Characters are easy to max, but all high end gear is vanity only, when in wow high end gear was like virtually making u 2-3 lvls higher than blue/green geared player. As a guy who like caster classes, i loved inscriptions being added in nightfall because it finally allow caster weapons to be easily made. Personally what i'm afraid of with GW2 is that it will a gear dependent game like WoW.
One things i've never to hardly hear from guildwars is the casual/hardcore fights. These plague the WoW forums because of the nature of raiding, and how it was the only way to get gear. I'm afraid this would happen if gw2 is a wow clone. |
Jan 07, 2009, 08:06 AM // 08:06 | #389 | ||||
Hall Hero
Join Date: Feb 2006
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If it doesn't help me, if it's just a flashy title or something completely based around vanity, then to me it's nothing. All those people can grind their little hearts out because it's not just doing nothing to my gameplay, it's also doing nothing to theirs. Quote:
Because of this, these features have seen an overwhelmingly large amount of support. Don't do them? Don't fret. Do them? Well, good for you. Quote:
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And ANet is already a step ahead of the leveling imbalance with the sidekick system in implementation, and there's little you can do to fight against elitism. You've simply reached the skill threshold. There's not a whole lot you can do about that for parts of a game that pit you up against AI (which is a couple billion of them). |
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Jan 07, 2009, 12:42 PM // 12:42 | #390 | |
Banned
Join Date: Dec 2007
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Jan 09, 2009, 04:35 AM // 04:35 | #391 | |||||
Forge Runner
Join Date: Oct 2006
Profession: E/Mo
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Jan 10, 2009, 03:09 AM // 03:09 | #392 | ||
Hall Hero
Join Date: Feb 2006
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You yourself said that anything ANet adds is determined by each individual, and unfortunately with online games and with an issue like this there's always going to be someone at a loss. "And you're giving them far too less!" "No u!" "No U!!" Yeah... That's roughly five trillion times easier said than done. The closest a game developer has ever been to this was Monolith with FEAR, and still it didn't provide a solid amount of replay value sans PvP. If it's an AI, it's going to hit a wall sooner or later. If it's a "comp", it's going to be exploitable and predictable. You simply cannot even begin to recreate the amount of spontaneity of tactics that exist within the human mind. It's largely similar to adding too many skills: the more factors you include, the more you have to pay attention to, and you can only pay attention to so much. |
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Jan 10, 2009, 08:34 AM // 08:34 | #393 | |||||
Forge Runner
Join Date: Oct 2006
Profession: E/Mo
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Jan 10, 2009, 01:34 PM // 13:34 | #394 |
Furnace Stoker
Join Date: Nov 2006
Guild: Ageis Ascending
Profession: W/
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We shouldn't assume that level cap and game play are tied together. A level is just a marker to show the character developement and possibly the distance progressed through the story.
One of the largest problems GW had was its mission designs. Most all of them were brute force missions, have more power than your foes and kill them all. The missions didn't require much thought beyond following a linear path and killing everything you encountered. Imagine if missions had more tasks in them that were not linked to killing monsters? Then the missions would be playable at any level with equal challenge. Replay value comes from this, not from what level or how powerful you and the mosnters are. Think about a mission where part of the goal was to locate items X/Y/Z and their spawn points are random. A stronger character might have an easier survival during such a mission but would have no impact upon the actual goals of the mission. A level cap should have little or no impact on how you play the game. Think about this, what if you gained levels not from exp but from entering new cities. So each level represented the cities you had reached. Now you tied this with cities that require a mission/quest to be completed for entry as well as those that can be found through pure exploration. A higher level doesn't have to relfect the strength of the character. We have other factors here, skills unlocked, skills that level, gear, profession, character class... As long as there is a symatry of balance throughout the game the level cap is quite meaningless. |
Jan 10, 2009, 08:25 PM // 20:25 | #395 |
Krytan Explorer
Join Date: Nov 2007
Guild: [SOS]
Profession: Rt/
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Uncapped imo. I could care less about elitism anymore, and to hell with PUGs. Guild Wars is a solo game that you can't pause and it has a chat feature.
Get a good guild that knows how good you are as a player and level won't matter so much, especially with the way they plan to curve it. You'll be able to find a group if your guild doesn't blow. |
Jan 10, 2009, 09:46 PM // 21:46 | #396 | |
Jungle Guide
Join Date: Jul 2008
Location: みやき町
Profession: Mo/A
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Jan 11, 2009, 07:58 AM // 07:58 | #397 | ||||
Hall Hero
Join Date: Feb 2006
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Including these two together due to similarity:
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The effects are there, but what's open to interpretation are what those effects are, be it positive/negative/whatever. Since the effects of titles are so wildly personal and subjective, there's not going to be a clear-cut answer. Quote:
You're going by assumptions. Past performance is only an indication of future performance when the person is entirely unaware of their mistakes. Quote:
And how does increasing the level cap insinuate they're ignoring anything? |
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Jan 12, 2009, 12:21 AM // 00:21 | #398 | |
Krytan Explorer
Join Date: Nov 2007
Guild: [SOS]
Profession: Rt/
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The GOAL should be to enjoy a game, not chase after numbers. That's the whole goddamn point of a game, is to ENJOY IT. Monsters shouldn't have a level. They should just be scaled according to the level of difficulty a particular area should have. Everyone needs to stop worrying about this. It's not going to ruin the game if they don't program it exactly the way you want. I advocate complete removal of levels entirely in favor of some new, innovative way of character progression. I'm not going to presume to tell everyone how this system should work, since I'm no game programmer. I'll just trust the people who make and sell successful games to figure it out. |
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Jan 12, 2009, 04:42 AM // 04:42 | #399 | ||
Jungle Guide
Join Date: Jul 2008
Location: みやき町
Profession: Mo/A
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You say that the goal is to enjoy a game, not grinding it, and I agree, to a degree. Because you can't enjoy something without work for it, you can't, say, just have all the rare items automatically without killing the monsters that drop it. The level is almost like a level, it maintains the balance of having fun the game. And having a level doesn't necessarily mean a bad thing either. The satisfaction that you get what you killed a monster 20 levels high is quite enjoyable, after all, you just beat someone better than you.(You'd be an idiot not to feel happy about it) And down to the very basics, let me ask you this "What makes GW or any other MMO work, in a fundmental way?" the answer? "Level". Level is the base which all the MMO base the rest of their gaming structure on, without it the entire MMO edifice would simply collapse. (Just imagine GW without a level cap......the horrors it will bring...) Quote:
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Jan 12, 2009, 10:01 AM // 10:01 | #400 | |||||
Forge Runner
Join Date: Oct 2006
Profession: E/Mo
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And I see your point that appearances doesn't change values, but my point is that appearances HAVE value. The entire reason Ursan was stupid was more than the fact that is was stupidly overpowered, but also because people were abusing it to gain APPEARANCE related stuff. Everything in Guild Wars is appearance related, and thus has a changing value. The addition of titles mean titles immediately have a value. Raising the level cap means that number immediately has a value. Some people may even make that "value" their ONLY value (which raises other questions about the game). So some people at this point would say "who cares". Well...I care in a game where skill is supposed to be the only value (see Prophecies box). Then some people would say "well all that added endgame stuff doesn't get you skill so skill still matters". Sure...but if that stuff is going to exist at all (which I argue they shouldn't)...SKILL should get you them. Instead what we have today is a system where skill today means almost nothing because you can get almost everything without skill. Quote:
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Last edited by DreamWind; Jan 12, 2009 at 10:19 AM // 10:19.. |
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