Jan 22, 2008, 09:22 PM // 21:22
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#161
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Grotto Attendant
Join Date: May 2005
Location: At an Insit.. Intis... a house.
Guild: Live Forever Or Die Trying [GLHF]
Profession: W/Me
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Quote:
Originally Posted by Striken7
No, there wouldn't. See every poll on the issue. Most people who play with heroes would simply play with all henchmen, just like they did before heroes. PUGS = fail.
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True. That's what I did; completed Prophecies and Factions with all-hench teams. Heroes just made it easier.
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1. Directly tying power/reward in PvE to pure grind (PvE skills, Lightbringer, HoM).
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Yep. Horrible, horrible, idea, completely contrary to the spirit of GW.
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2. Horrible support and public relations.
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I don't see that, to be honest. NCSoft sucks, but ANet doesn't; it all depends on who you get to deal with.
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3. All "elite" areas after Sorrows Furnace.
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Amen!
I've always wondered - doesn't it annoy ANet that they put all that effort into these sucky "elite" areas, only to find that only a small percentage of players go there (and those who do are mostly farmers)? Wasted effort & money.
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PS: A big laugh at all the *mistakes* that are what made GW a unique/good game: PvP only characters, low level cap, instances, 'nerfs', too easy to get perfect items... Did people know absolutely nothing about the game before they paid for it? Do some F'ing research.
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Add henches to that list of things which made Guildwars unique and good, and you've got my vote.
Last edited by Numa Pompilius; Jan 22, 2008 at 09:24 PM // 21:24..
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Jan 22, 2008, 09:33 PM // 21:33
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#162
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Wilds Pathfinder
Join Date: Jan 2006
Location: Elona
Guild: Clan Eternal Legion
Profession: D/W
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I am sure many can list tons of faults but most of us have been playing for over 2 years even with the faults. It doesn't matter, Anet made a great game and Guild Wars 2 will be even better.
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Jan 22, 2008, 09:45 PM // 21:45
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#163
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Lion's Arch Merchant
Join Date: Apr 2006
Guild: Stranded Among New Players [SANP]
Profession: Mo/
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Quote:
Originally Posted by Buster
I am sure many can list tons of faults but most of us have been playing for over 2 years even with the faults. It doesn't matter, Anet made a great game and Guild Wars 2 will be even better.
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As pissed as I can get about how much they ruined the original GW, I always come back. Even long absenses of 3-6 months of not playing a single minute results in returning to the game and playing it a bit.
I am NOT against title grind, not one single bit. I AM truely against tying pve skills related to titles and having them be so overpowered. Truth is I still play the game a lot, but I do think this thread is more constructive than it is unconstructive.
If anet reads this they can see what most medium-hardcore players disliked about their changes, because many of them have been repeated over and over again.
This won't give them an idea of the majority of the GW community, because not everyone reads GWGuru and posts what they think.
I just hope some of the ideas and changes that were good get transferred over to GW2 and some of the terrible ideas are left out. Going the way of WoW is a pretty bad idea, considering more than the majority play GW for its uniqueness and casual design. Remove the level cap, add in grind, leave instanced, remove heroes/henchmen, charge a monthly fee, and you'd be that much closer to being just like everyone else. Wait, some of that is already done....
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Jan 22, 2008, 09:47 PM // 21:47
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#164
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Furnace Stoker
Join Date: Oct 2006
Location: Jawsome!!!!!!!!!!!
Guild: looking for one :p
Profession: A/D
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1: Designing new hero/npc armor while we get re-skins.
2: Loot scaling.
3: Title based skills. Grind to win=fail.
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Jan 22, 2008, 09:48 PM // 21:48
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#165
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Krytan Explorer
Join Date: Jul 2006
Location: East Coast
Guild: Soldier's Union [SU]
Profession: N/Me
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Quote:
Originally Posted by I MP I
1. Introducing lootscaling. Bots and gold sellers still exist with little damage done to them.
2. Titles. Minimal use. Titles giving you access to specific skills which aren't all that great.
3. Making destroyer weapons the only weapons that can be added to the Hall of Monuments.
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Hear, Hear, for #3. Deeply annoyed, especially given the rarity (or over-demand) of some of the golds (Voltaic Spear, Silverwing Bows, anyone?). Would have been nice to see end-of-dungeon greens able to be put in HoM.
Otherwise:
#1 mistake: making the game that stole me from Madden and Need for Speed; making the series of games that have chewed up 2200 hours of my time.
#2: OK, I'll play fair. Closed-off elite areas requiring ferries, scrolls, or alligiance to a particular faction/alliance (I'm talking to you, the Deep), and elite areas requiring less skill and more raw power or more limited builds (yup, DoA. Hated my three trips in there.
I really like what's happened in EotN: mixed-class enemies with mixed mobs: but why NOT simply make mobs of, say, eight to ten level-22s or 24s, which might more closely mirror the team that's going out to fight? The 4-charr and 5-charr mobs...just not as challenging. The Realm of Torment: frustrating as hell sometimes, but way worth it to achieve victory.
#3: the construction of Factions (the game and the alliances) that splits players into halves of the map, and that therefore limits the numbers of people in missions across the bottom of the map.
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Jan 22, 2008, 09:58 PM // 21:58
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#166
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Jungle Guide
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1. Roadmap didn't really work, forcing an early sequel. An early sequel is an odd choice for an mmo unless they had to do it, which is probably true financially. In other words, we're being played a cup game about monthly fees rather than get one straight out.
2. Not necessarily caring about the community's biggest issues until it was too late. The PVE skill collecting/capturing system launched on day 1 was retarded for pvp players, and it took them years to fix, plus selling skill packs like a bunch of liars. So even with big tournaments, PVP just kept getting less popular in GW because they were obsessed with a bad design mechanic of "merging PVE and PVP" 100%. This shows bad judgment imo.
3. Little planning for long term play. Where were the dynamic content updates, the world events, the things to do for a level 20 that don't involve grinding less than a handful of areas. Instead of a growing fantasy world, we got real world holidays and things that were more often advertisment for something else than for everyone (like the rather noticeable additions to cities of GW:EN and BMP characters) It feels like we're looking at a cereal box with a different gimmick all the time rather than an mmo world at times.
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Jan 22, 2008, 10:07 PM // 22:07
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#167
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Desert Nomad
Join Date: Jun 2006
Guild: Knights of the White Eye [HINA]
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Quote:
Originally Posted by Nyree
1 - Armor reskin. That was one of the worst things i ever saw in a game with the most stupid excuse ever to justify it.
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Yeah, Prophecies armor sure sucked. Oh, wait, you're whining about EotN...
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Jan 22, 2008, 10:15 PM // 22:15
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#168
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Lion's Arch Merchant
Join Date: Jun 2006
Location: Following Duran Duran around the world
Guild: Paladins of Eternal Truth [POET]
Profession: Me/
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1. Loss of momentum--
Gw:en had so much potential but it feels to me they cut the game short of content. The Great D. could have been better looking and more challenging. But mostly the cut-n-paste dungeons kinda bothered me as well as the poor reskins of armors.
I wished Anet had added more unique areas like Sorrows Furnace and UW/FOW to the existing campaigns--those were the best ideas and the best areas of the game. There is so much space on the Tyria/Elona/Cantha maps that have gone un-used as well, so much back story gone unused--there's just so much they could have done and added with out skimping or getting cheap like they did.
Gw:en was a good start, not a good ending, to what could have continued to be a great game.
2. Poor skill balancing--
There's just so many skills and proffessions in the game that did not seem properly tested or thought through. Mainly due to Nightfall, as I feel it really did ruin most pvp aspects of the game which caused most of my friends to quit playing.
There has been a bad trend of skills that are completely worthless (Quick Shot, Resurect are prime examples) or skills nerfed to the point of being rendered useless (LoD). If that needs to be done, lets leave them out of the game entirely in the first place or remove them. If a skill is going to be godly, it needs to have some kind of penalty--like blocking skills like Aegis or Guardian should only stack so high and cancel each other out if the block cap (which I feel should be no higher than 66%-75%), or Wards should effect everyone in the radius (enemies included), or Spirit Rift effects everyone in range (caster and friends included) so they would all be used in moderation, with thought and with planning. Included in this is how the "aoe scattering" and "aggro holding" issued were handled.
My biggest grief is with garbage like Ursan Blessing--wow did we really need a skill so over-powered it defeats the purpose of running a skill bar and removed what makes each character unique? Skills like this and other gimmick builds have made the game mindless and not fun--personally I like creating builds, and I assumed that was part of the fun and challenge of the game, but I guess challenging games are not the way of the future.
3. Changes to Hall of Heroes--
All of them--from taking it out of tombs, to the 6v6 garbage, to the map changes--I can't even go into full detail about how awful it has become, it hurts too much to see nothing but over powered gimmick builds running rampant and the old days of creating builds and using tactics long dead. The favor change was bad too IMO. I will say it again...Nightfall ruined pvp (it was good for pve, I love my heroes!).
Last edited by Rydia Merchan; Jan 22, 2008 at 10:41 PM // 22:41..
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Jan 22, 2008, 10:23 PM // 22:23
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#169
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Krytan Explorer
Join Date: May 2006
Location: South America
Guild: Naked Stalkers of America[Nude]
Profession: W/
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#1 - Lack of a good trading system
#2 - Some really bad armor designs. To name a a few..most male Ele, all male Sin.
#3 - Loot scale and introduction of grind
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Jan 22, 2008, 10:24 PM // 22:24
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#170
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Ascalonian Squire
Join Date: Nov 2005
Location: Singapore
Guild: Temple of Wisdom[TOW]
Profession: W/Mo
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1.After Prophecies, starting from Factions, unnecessarily adding in more useless- skills, greens, crap items, locked gate, timed mission, Anguish crap, more crap quests(in both faction & NF),
which in terms messing up the old/good system instead of focusing the
advancement of story-line.
(e.g my own Faction's story - take the hidden portal at the icy imp, to the mursaat home town to ally with them-not w/o sweat- to gain back their trust.
In order to deal with Titan & the white mantle-charrs allies which backup from new enemy- Shiro & his army.
But u had also backup from the Imperial amy in later stage.- nice story huh?)
2.Chopping GW2 from GW1. (That make me don’t feel like coming back to gw to try gw2 at all.)
3.Each episode move further away from the original core concept;
e.g:
Prophecies- at least decent storyline
& some thoughtful mission design.
Although could be more immersive
-->
Faction- rush rush kill kill, lock gate
here & there, elite area fedex fedex rush again kill kill end.
(That was the impression i played Factions.)
NF- quest quest, title to slow down ur proceed, kill this group,
kill that group(bandits), kill another groups, kill huge groups x 50 at
end game area.
My 2cent though
Last edited by Zenmaster; Jan 22, 2008 at 11:04 PM // 23:04..
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Jan 22, 2008, 10:29 PM // 22:29
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#171
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No Luck No Time No Money
Join Date: Nov 2005
Location: Amherst College, MA
Guild: Scars Meadows [SMS]
Profession: Me/
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1. The fact that PVE AI cannot 'see' farther than your tank. (Would be a much different game if aggro would never hold on a tank but would always run by--maybe PVE would have some variety?).
2. Grind/Titles
3. Useless skills/balances
__________________
I looked at her, and looked again:
And did not wish her mine!
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Jan 22, 2008, 10:31 PM // 22:31
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#172
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Desert Nomad
Join Date: Jul 2007
Location: Cuba
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pve skills (linked to) titles (requiring massive) grind
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Jan 22, 2008, 10:36 PM // 22:36
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#173
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Jungle Guide
Join Date: Feb 2007
Location: America.....got a problem with that?
Guild: [Lite]
Profession: W/
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Quote:
Originally Posted by jimmyboveto
2. Inscriptions
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ya i mean WTF is up with this game and all the trying to make it easyier!!!
i only want 15^50's if it is what the weapon started with.....the system now makes me feel all dirty
/sarcasm off
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Jan 22, 2008, 10:37 PM // 22:37
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#174
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Lion's Arch Merchant
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1. Making the hero battles objective capping shrines as opposed to RA style.
2. Eye of the north (nice scenery I'll give them that)
can't really think of 3 without forcing it. I've been playing for almost 2 years, and not once!!! have I ever tried to log on and not be able to. Steadiest game I've ever played. Servers always up.
One thing, why are several people listing the zaishen chest as a bad thing? Man.. finally something to do with my 35k faction which had no purpose before that chest. And now I can make money by doing pvp. I got bored of pve long ago and now that I can make money this way.. I'll be able to pimp out some of my characters. I'd list that chest as one of their better ideas.
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Jan 22, 2008, 10:39 PM // 22:39
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#175
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Academy Page
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1. Assassins
2. AoE nerf
3. Splinter weapon nerf
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Jan 22, 2008, 10:39 PM // 22:39
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#176
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Desert Nomad
Join Date: Jul 2006
Location: Japan
Guild: [트두므s], Guild Leader
Profession: Mo/
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1. Mini's
2. Mini's
3. Lootscaling
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Jan 22, 2008, 10:47 PM // 22:47
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#177
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Desert Nomad
Join Date: Aug 2007
Location: Your backline
Profession: W/
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1. Overpowered PvE-only skills.
2. Making enemies lvl 28+ and autattacking for 100+ instead of making their skillbars/mob setups better.
3. Spirits, or just make that ritualists in general.
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Jan 22, 2008, 10:51 PM // 22:51
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#178
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Emo Goth Italics
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Titles that had an effect on PvE skills....
Greens.......
Oh lookie! Most skill balances!!
And a fourth one: Overpowered & Underpowered skills...
@Orange Milk - Heroes didn't kill PuG's...PuG's killed PuG's...and Ursan made it worse.
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Jan 22, 2008, 10:53 PM // 22:53
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#179
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Ascalonian Squire
Join Date: Apr 2007
Guild: Santas Little Helpers[XMAS]
Profession: W/D
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1. Loot scaling:Ruined most of the farming and didn't solve the problem of botting
2.Grinding titles:because this game hasn't got too much elitism alrdy...
3.Everything they tried to change in HA,and the introduction of HB
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Jan 22, 2008, 10:57 PM // 22:57
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#180
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Wilds Pathfinder
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When you're listing mistakes, what does titles, AoE nerf, Ursan, Zaishen Chest, grind, lack of auction house (which isn't even true), Drok's run and PvP characters have to do with anything?
This board runs on some strange logic that I'm never able to comprehend. Let's start with titles. How many of you are offended by other people showing some bling bling under their toons' names? AoE nerf and Ursan, contradiction says hello! When dev team fixes stupid AI mistake that makes monsters stay on AoE damage, fixing that bug is a mistake? Ursan - haven't yet found any reason why full districts of DoA and people PUGing can be a bad thing, especially since it's all voluntary. Zaishen Chest... so Balthazar faction has been useless for us veterans for years now and when ANET implements some use for it, this qualifies as top three mistake they've ever made, what the bloody ****? And the old favourite auction house. You're saying auction house is not in the game, tell me what rune traders are? What are dye traders? What are material and scroll traders? Prices based on supply & demand sounds familiar? Leave a message at party search for the win? I mean do you people even play the fricking game? Drok's run - don't like it don't use it? PvP characters... since we all think grinding best stuff just to play the game we want to play is the most fun thing you can do?
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