Jan 18, 2008, 11:30 PM // 23:30
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#141
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Jungle Guide
Join Date: Jul 2006
Guild: [SNOW], duh?
Profession: Mo/
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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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Jan 18, 2008, 11:39 PM // 23:39
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#142
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Forge Runner
Join Date: Aug 2006
Location: Canada bro.
Profession: A/D
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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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Jan 18, 2008, 11:43 PM // 23:43
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#143
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Desert Nomad
Join Date: Nov 2007
Guild: [HAWK]
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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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Jan 18, 2008, 11:44 PM // 23:44
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#144
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Wilds Pathfinder
Join Date: Apr 2006
Guild: House of Caeruleous [HoC]
Profession: R/E
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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.
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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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Jan 19, 2008, 01:47 AM // 01:47
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#145
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Desert Nomad
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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.
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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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Jan 19, 2008, 01:56 AM // 01:56
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#146
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are we there yet?
Join Date: Dec 2005
Location: in a land far far away
Guild: guild? I am supposed to have a guild?
Profession: Rt/
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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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Jan 19, 2008, 02:26 AM // 02:26
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#147
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Wilds Pathfinder
Join Date: Feb 2005
Location: Santa Rosa, CA
Guild: Confusion in The Ranks[tArD]
Profession: Mo/W
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hope its not to laggy
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Jan 19, 2008, 04:08 AM // 04:08
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#148
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Lion's Arch Merchant
Join Date: Jul 2006
Location: Belgium
Profession: N/Me
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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.
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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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Jan 19, 2008, 04:14 AM // 04:14
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#149
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Forge Runner
Join Date: Aug 2006
Location: Canada bro.
Profession: A/D
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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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Jan 19, 2008, 06:35 AM // 06:35
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#150
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Jungle Guide
Join Date: Sep 2006
Guild: Warrior Nation[WN]
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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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Jan 19, 2008, 06:45 AM // 06:45
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#151
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Forge Runner
Join Date: Nov 2006
Location: USA
Profession: P/W
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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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Jan 19, 2008, 06:47 AM // 06:47
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#152
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Frost Gate Guardian
Join Date: Apr 2007
Guild: Righteous and Honorable (RAH)
Profession: N/Me
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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."
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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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Jan 19, 2008, 06:52 AM // 06:52
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#153
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Lion's Arch Merchant
Join Date: Jul 2006
Location: Belgium
Profession: N/Me
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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.
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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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Jan 19, 2008, 07:47 AM // 07:47
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#155
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Krytan Explorer
Join Date: Dec 2006
Guild: Alliance of Anguish [aOa]
Profession: Mo/
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The downside to persistent world environs
Quote:
Immersion should be a choice.
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Quote:
screw lore if it destroys 70% of anything enjoyable that is the reason I play GW
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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?
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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.
GGs
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Jan 19, 2008, 07:47 AM // 07:47
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#156
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Desert Nomad
Join Date: Jul 2007
Location: Cuba
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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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Jan 19, 2008, 08:32 AM // 08:32
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#158
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Lion's Arch Merchant
Join Date: Jul 2006
Location: Belgium
Profession: N/Me
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Quote:
Originally Posted by Melody Cross
I hope you will understand that we are just different people and different gamers.
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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.
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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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Jan 19, 2008, 09:02 AM // 09:02
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#159
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Desert Nomad
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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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Jan 19, 2008, 11:57 AM // 11:57
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#160
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Wilds Pathfinder
Join Date: Oct 2007
Location: Bellevue, WA (I know ... but I moved out of NZ)
Guild: Xen of Onslaught
Profession: D/
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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.
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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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