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Old Jan 18, 2008, 11:30 PM // 23:30   #141
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Love it...and would extremely love an FFA Arena (FFA=Free For All). Always wanted that kinda thing in GW, maybe its a possibility in GW2
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Old Jan 18, 2008, 11:39 PM // 23:39   #142
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What happens to the skill system?

Is it goinna be like other Persistant games where its

Okay start building up your stats from level 1.

Oh god please no, I don't want to have to start like 8 different characters of the same class because 1 is a VIT STR DEX hybrid or a CHA LUK assassin or whatever.
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Old Jan 18, 2008, 11:43 PM // 23:43   #143
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i'll pass. i play gws for gws. gws2 looks more and more like wow with each turn, and for that, im totally disappointed.
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Old Jan 18, 2008, 11:44 PM // 23:44   #144
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Quote:
Originally Posted by ensoriki
What happens to the skill system?

Is it goinna be like other Persistant games where its

Okay start building up your stats from level 1.

Oh god please no, I don't want to have to start like 8 different characters of the same class because 1 is a VIT STR DEX hybrid or a CHA LUK assassin or whatever.
Just because most well known Persistant games have been like that, why would ANet need to follow that model? I heavily doubt they are going to abandon one of the more unique selling-points of the game, its M:TG-ish basis of skill over grind...
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Old Jan 19, 2008, 01:47 AM // 01:47   #145
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Quote:
Originally Posted by Magikarp
i'll pass. i play gws for gws. gws2 looks more and more like wow with each turn, and for that, im totally disappointed.
Yup, the impression I'm left with from the pre-press is that GW2 is being designed for people that don't particularly like GW. You know, the kind of GW player that says at every turn "I wish this game was more like WoW/Everquest/random other MMORPG."
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Old Jan 19, 2008, 01:56 AM // 01:56   #146
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wont be buying it if this is the case. Dont like it, wont play it and certainly wont spend money it!
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Old Jan 19, 2008, 02:26 AM // 02:26   #147
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hope its not to laggy
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Old Jan 19, 2008, 04:08 AM // 04:08   #148
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Quote:
Originally Posted by Craywulf
As for map travel, I don't like it in a persistent world because it negates the whole point of having such a vast world out there. I wouldn't mind Asuran portals that charged you based on distance. I think it should be more costly than mounts. [...] it be nice to roam around on a Minatuar or griffon. I want to bring the adventuring back into MMO's.
Not only does GW1's Map Travel negate the vastness of the game world, it also removes immersion by cutting out portions of dimentions without backing it up with a system rooted in lore.
Asuran Portals <on the other hand> would keep the game still "rush-through-able" for the "casual amongst the casual players" etcetera, all the while not taking away a dimension of immersion for those that want to take the game more seriously.
But also: an Asuran Portal system <as replacement for GW1's not-integrated-in-the-setting Map Travel system> would allow for a portion of the outposts to remain out of the system.

Wouldn't it make the world alot more versatile and interesting if a few of the outposts <that are of no importance for the main story line, of course> would really be isolated locations, wrapped upon their own local atmosphere, by being excluded from the MapTravel/AsuranPortal network?

Last edited by Bazompora; Jan 19, 2008 at 06:13 AM // 06:13..
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Old Jan 19, 2008, 04:14 AM // 04:14   #149
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Asuran portals are 2 way machines as far as we've seen.

And screw lore if it destroys 70% of anything enjoyable that is the reason I play GW
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Old Jan 19, 2008, 06:35 AM // 06:35   #150
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Map travel doesn't ruin anything. I generally still walk to a place if its close by and am always up for exploration. Immersion should be a choice. Once you're on your 3rd or 4th toon you stop caring about how the trees look and just want to get to where you need to go.
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Old Jan 19, 2008, 06:45 AM // 06:45   #151
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I enjoy the pros and cons of both an instanced and non instanced game world. I'll probably be buying Guild Wars 2 when it comes out. Personally, since I'm indifferent, it doesn't make or break my choice whether or not to buy it. That depends on other elements of gameplay that I like/dislike.
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Old Jan 19, 2008, 06:47 AM // 06:47   #152
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Quote:
Originally Posted by Vinraith
Yup, the impression I'm left with from the pre-press is that GW2 is being designed for people that don't particularly like GW. You know, the kind of GW player that says at every turn "I wish this game was more like WoW/Everquest/random other MMORPG."
I'm amused by your comments. I find it funny that you want a social game to be anti-social. The mere fact that you are posting on a GW community board mocks your whole point about wanting to avoid jerks. How do you deal with the jerks on this messageboard? It certainly hasn't stop you from posting here as obviously you can hand a few comments thrown your way.

That being said, I think you underestimate your own ability to cope with what GW2 might be like as persistent world. There have been numerous of examples of how other games, including GW has dealt with negatives (loot-stealing, boss-camping, and unwanted assassinations) of MMOs. I'm not saying GW2 will be free of problems but give ArenaNet the benefit of doubt when it comes to these issues.

They have stated that they are very much aware of the negatives of traditional persistent MMOs. Are you that cynical to not believe them? Why would ArenaNet make a sequel if only to deliberately screw it up? Again, they know the problems, and they are going attempt to fix, alter or reduce it any way they can.
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Old Jan 19, 2008, 06:52 AM // 06:52   #153
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Quote:
Originally Posted by ValaOfTheFens
Map travel doesn't ruin anything. I generally still walk to a place if its close by and am always up for exploration. Immersion should be a choice.
Immersion should indeed be a choice; but that's exactly what a 100% Map Travel network will ruin in a persistent world: without exclusions, the whole inhabited world will merely be like one single megapolis.

Why not a few isolated towns aside of that 1 huge block of subway-stations?

Last edited by Bazompora; Jan 19, 2008 at 07:06 AM // 07:06..
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Old Jan 19, 2008, 07:04 AM // 07:04   #154
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As far as the travel system I do hope they do away with this instant travel mess as it just takes away the immersion of a real world. You wouldn't be able to do this in any other world I've ever seen except the GW world. Even Everquest doesn't have complete instant travel system. What I would like to see is a return to the roots of long distance traveling and druids and wizards would have the ability to teleport you to various locations in the world. They would have to build up to these skills as they would have level requirements (no level 1's would be doing this) and they would be elite elite skills theyw ould have to get in some of the hardest areas of the game. They could not be gotten from BOOKS either. These would be quest/mission only transportation skills and then we (druids/wizards) could make a profit teleporting people around like we did in Everquest.


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I'll also add here that WoW is probably going to have to re-structure its game as well. I don't know how long they can just keep bumping up the level cap and have people grind for their next Epic Tier armor before people get sick of it, and newbies will have too high to climb to even bother.
Welp Everquest is 10 years old now and still doing it. Ultima Online still doing it and it's even older. DAOC still doing it not quite as old, but, getting there of course. They all are still doing it and they all are still around. WOW isn't going anywhere for a very long long long time and will still do it and get away with it. Many of them haven't had a level increase inawhile now either. There are certain levels and caps that will be unattainable to the many for years and years so there's no reason to keep jacking them up. What Everquest does though is increase Special Attribute points called AA's that can take a lifetime to max all of those out as well. Everquest actually has the best system all around except for one thing and that is spawn camping and camping in general. That got old after awhile. I had more fun going back to lower level areas and having lots of moving around fights with mobs than I ever did just standing/sitting in one spot pulling the same thing over and over or waiting for the same boss mob to spawn over n over. I like GW movement style of adventuring, I just don't like the small level caps and no power increases or character and loot evolving an advancements. The loot content in GW is horrible and now it has become way too easy for everyone to get ahold of anything just about out of that Zashiens chest. That was the worst implementation of drops of all kinds ever into the game. Once again moving more people out of the PVE game into the PVP game because of the ease it is to gain Balth faction.

Last edited by Red Sonya; Jan 19, 2008 at 07:16 AM // 07:16..
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Old Jan 19, 2008, 07:47 AM // 07:47   #155
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Immersion should be a choice.
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screw lore if it destroys 70% of anything enjoyable that is the reason I play GW
QFT

Since EQ1 persistent worlds have been largely unchanged (funny how that works out, neh?) and I've not seen a game with persistent world environment that could ever claim to break this mold. Farmers will be in GW2...just like every other MORPG ever made. Farmers--for experience, mobs, loot, whatever there is to farm in this game, they'll farm it--will camp mobs, they will kill them and you will have to wait until the next group spawns or--often the case in camping situations in a persistent world--the farmers tire and leave, giving you your chance to take over the run.

This is fact. Thinking otherwise is wishful thinking at best or self delusion at worst, imo.

I hated spawn camping in MMOs. i bought GW and played it longer than any other because "I" was in charge. My team had the run of things; henchman based, solo farm or full 8-RL players. We went in. We killed what we needed to, saved who needed saving, w/e. Then we left.

But we've seen the downside to instance as well: hollow towns filled with h/hers who wouldn't touch a PuG if you paid them (literally in some cases). Loot ratios spun completely out of control so that rare drops are more than rare; they're for all intents and purposes non-existent unless guaranteed drops from a chest...which is quickly farmed to the point that your rare drop is worthless/not so rare.

A happy medium? If one exists, it has yet to be found. maybe Anet can; they've done a crackerjack job of breaking "the rules" and succeeding. i mean, before GW1, who would have believed you could have a good RPG online game that didn't require a monthly fee?

But for my money: the less persistence, the better. I want to complete my quests. I want to play through my missions. And I want to crawl through my dungeons. Not yours. And, tbh, I doubt very much you want to crawl through the empty chasm thats left when I'm finished there either.

For the Map-Travel dispute: there isn't one as far as i'm concerned. i like map travel. Re-play value for this game has come from the very sources most hard core players either didn't like or derided. People used to decry how skillpoint resetting was unrealistic; it was common to see someone gripe about that on these forums. What's really unrealistic is having to make 50 different characters to have the build you want to play when you want to play it.
Quote:
Wouldn't it make the world alot more versatile and interesting if a few of the outposts <that are of no importance for the main story line, of course> would really be isolated locations, wrapped upon their own local atmosphere, by being excluded from the MapTravel/AsuranPortal network?
For you, it obviously would. for me and players like me? No it would not.

Map travel may not be 'real" but neither is GW. i don't have the time or inclination to run everywhere...and I don't waste my time on games that waste my time (more than playing a video game is already a waste of my time ). I do NOT like having to spend half an hour running all over e-creation to help a fiend do a twenty minute quest. Is running more realistic? maybe. is it also a pain-in-the-behind-waste-of-my-gaming-time? You bet your bottom dollar!

The OP asked us our views. Those are mine. If you disagree or are offended, I'm...not really sorry, but I hope you will understand that we are just different people and different gamers. TBH: the only time GW1 lost a lot of my interest is after GW:EN. its not because the expansion was so bad. it was because it was the end. Aside from title farming and (finally) getting FoW, there's nothing left for me to beat. No challenge left to prepare for. i've had my ups and downs with my experience playing with Anet, but all in all, its here--at the end--that they kinda lost me. the game itself? if content kept coming, I'd probably keep coming back. Its that good of a design, that good of a game. i hope--with all my gaming heart--that they don't try to WoW clone themselves. it would be both a height of insult to the players who left those 'other" MMOs for this exceptional game and to themselves; those designers who left Blizzard in the first place because they wanted to make a different kind of game than the ones they were.


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Old Jan 19, 2008, 07:47 AM // 07:47   #156
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Funny thing about WoWs so called persistant world, while true there are generally no seperate outposts and zones, its also true that the game is split into many many servers, subdivided by locale. A character is also tied to that server, and if you want to play with friends, you all need to be on the same physical server.

GW, on the other hand uses instances, but there is 1 server everyone logs into, and you can meet up with anyone across the world (moreso with the recent updates) just by changing districts.

Looking at it that way, are they really so different? I think GWs way of doing things provides more freedom for the users.

As for travel in WoW, its an exercise in time wasting. You literally have to walk/jump/run for miles to reach anywhere. Id rather be actually playing the game than spend it engaging in a virtual hike. Fast travel is convenient, and best of all, its optional. Anyone who likes to partake in 'Immersion' can hit the shoe leather. oh, and have fun travelling from Kourma to Relm of Torment that way.
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Old Jan 19, 2008, 08:09 AM // 08:09   #157
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hope--with all my gaming heart--that they don't try to WoW clone themselves. it would be both a height of insult to the players who left those 'other" MMOs for this exceptional game and to themselves; those designers who left Blizzard in the first place because they wanted to make a different kind of game than the ones they were.
They've already made a game that was "different" you're playing it. There's no reason to make GW2 the same as GW1 that would be rediculous. The movement to a more presistant world with no level caps or very high ones, unlimited loot and equipment potentials, unlimited character progression would be the next step for a "no monthly fee" type game. GW2 should do that so they can have the populations from both worlds. Those that like the GW1 design can stay there they don't have to play GW2 and those that want a more open and lots more things to do world can play GW2 where the sky can be the limit and people will never run out of things to do. That's what GW2 needs to be. Ever advancing, ever growing, always a quest to do. That's what I really hope GW2 turns out to be. Since there is no reason in hell to mimic GW1.
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Old Jan 19, 2008, 08:32 AM // 08:32   #158
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Quote:
Originally Posted by Melody Cross
I hope you will understand that we are just different people and different gamers.
I do:
personally, I'd like the whole of Map Travel disappear, but I support or advance ideas that could be enjoyed by most gamers and not just me, such as a partial Map Travel network.
Quote:
Originally Posted by slowerpoke
Fast travel is convenient, and best of all, its optional. Anyone who likes to partake in 'Immersion' can hit the shoe leather. oh, and have fun travelling from Kourma to Relm of Torment that way.
See ... a 100% outpost-encompassing Map Travel <like in GW1> would be an option for use, but will not leave the option of immersion: what shread of immersion would be left, if each and every deliberate hike brings me to a place where people will be beaming themselves over and off?
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Old Jan 19, 2008, 09:02 AM // 09:02   #159
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But there is a big difference now in footing it in GW than other MMORPG's at least in them you have paths an avenues that you can bypass any and all combat whereas in GW you have mobs every 10ft and you can't bypass them to save your life. Plus it's more fun if EVERYONE uses the same transport method instead of just a few do this an a few do that. Player transportation methods are the best to me and they should invent a SOW skill so people can get buffs from other players to be able to run faster as they travel to the next town or outpost. They should also make it where one can craft speed buffs as potions to sell them so you can drink a potion and be able to run faster or turn invisible (I loved being invisible in EQ) and stuff like that. I'd really like to see a greatly enhanced crafting system in GW2 as well.
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Old Jan 19, 2008, 11:57 AM // 11:57   #160
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Quote:
Originally Posted by Vinraith
Yup, the impression I'm left with from the pre-press is that GW2 is being designed for people that don't particularly like GW.
Yeah, I feel a fair bit like that actually. You play GW for a few months, then you run out of interesting things to do. Then an expansion comes out and you play a bit longer, then you run out of interesting things to do again.

So I couldn't say it's my ideal RPG, just the best one running at the moment.
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