Feb 19, 2007, 10:08 PM // 22:08
|
#21
|
Lion's Arch Merchant
Join Date: Jul 2006
Guild: [PMS]
|
I think that creating a hard mode is the way to go. I like Nightfall the way it is now. I can get through the game without having to rely on other people, but RoT is difficult enough that I adjust my and my heros' builds. Sometimes aggro goes horribly wrong and I get down to 60dp. But I can still complete the quests and missions. That's what I like about this game, and I think a lot of the more "casual" players like it too. You don't have to be some uber leet player to finish the game.
That said, it would be good for there to be more difficult content for those players that want the challenge. These would be things that couldn't be henched. Perhaps not DoA-style, but definitely more difficult than even RoT. I think hard mode could provide that, without giving casual players the frustration of never being able to finish.
|
|
|
Feb 19, 2007, 10:09 PM // 22:09
|
#22
|
Krytan Explorer
Join Date: Mar 2006
Profession: E/
|
What about if they made pve sooooo easy that you could play a mesmer and spam shame on offensive casters, and guilt on defensive casters? That way t/c might stand a chance at beating pve~
|
|
|
Feb 19, 2007, 10:14 PM // 22:14
|
#23
|
Lion's Arch Merchant
Join Date: Jul 2005
Location: Oregon
Guild: DOH
|
I think the OPTION to do Hard Mode is the way to go. Alot of people are casual gamers and only get a certain amount of time to play, or play to get away from stress. Forcing them into a harder game would in the end make GW unenjoyable for them.
|
|
|
Feb 19, 2007, 10:18 PM // 22:18
|
#24
|
Desert Nomad
|
I like Factions level of difficulty, it's challenging to about the level I'd want. I have no problem with an optional hard mode that's even harder than that.
|
|
|
Feb 19, 2007, 10:29 PM // 22:29
|
#25
|
Forge Runner
Join Date: Aug 2005
Location: Maryland
Guild: Mage Elites [MAGE]
|
The difficulty in the game should be solving problems not how much damage you can do or prevent which is how the game is now.
|
|
|
Feb 19, 2007, 10:31 PM // 22:31
|
#26
|
Desert Nomad
Join Date: Dec 2005
Location: Mt Vernon, Ohio
Guild: Band of the Hawk
Profession: W/Mo
|
DoA, to me, is just way too much like work, and hard work at that!
RoT seems to me about right for casual gamers looking for some diversion with a bit of challenge to go with it.
But often I don't have time to do much more than run out into a Kurzick or Luxon map and spend a few minutes blasting stuff for fun.
Hard mode? Sure, why not if it makes everyone happy? But I'll probably never use it.
|
|
|
Feb 19, 2007, 11:38 PM // 23:38
|
#27
|
Wilds Pathfinder
Join Date: Jan 2007
Location: the Netherlands
Profession: W/Mo
|
Yeah, what can I say? DoA is too much of a pain in the rear end. Great for those who get a kick out of it, but if that is the level of difficulty I would have to play a campaign in it would be a chore...not what I want from a game.
I just feel it's nice to be able to master area's and become good at it so that it becomes easy for yourself. Part of PvE is story line and discovering area's...you know, enjoying it. And I like a good fight for sure, which I expect to find in the later area's of the story.
Hard mode is a good idea to keep those busy who don't like the current difficulty levels. Personally I am not looking for it cause it will be a chore again, but that's why options are good.
I just wish I could get the ritu hero somewhere else than DoA. I just stop liking PvE when you cannot do it with a group of all character classes anymore. DoA is one warrior, 3 monks, 3 ele's and a Necro/Ranger. The idea that only a team build like that does it means you can forget about getting a ritu hero if you have an assassin, mesmer, paragon, dervish, ritu or ranger...that's where I think it goes wrong. It's like racism except people are forced to apply it...
So for PvE's sake let's keep it interesting for all players and let the hardcore stuff be an option for those who want it.
|
|
|
Feb 19, 2007, 11:44 PM // 23:44
|
#28
|
Hall Hero
|
I think that hard mode is going to be great if they don't make it the same level of difficulty and time sink as DoA. Otherwise, I do not think people would set aside their time for such an endeavor.
|
|
|
Feb 19, 2007, 11:48 PM // 23:48
|
#29
|
Krytan Explorer
Join Date: Nov 2005
Profession: Mo/Me
|
i would like my pvE EASIER! i find only frustration in areas like DOA and i don't see why it whould be so hard and time consuming. if ppl are looking for something challenging that requires so much skill though and communication, just go PVP. i don't see why pve should be so difficult. i don't feel better by beating some insane AI with crazy interrupt reflexes. i like to have a good time in pve and hopefully find some loot i can use.
i think the difficulty lvl in prophecies and factions was ok but they totally over did it in nightfall. it's not fun anymore, i just feel like kormir's henchie instead of the "hero" of the story. to make things worse, i got nothing useful just by playing the game. i guess guild wars is a farming game after all too...
|
|
|
Feb 20, 2007, 12:03 AM // 00:03
|
#30
|
Jungle Guide
Join Date: Sep 2006
Guild: Warrior Nation[WN]
|
I like medium difficulty, with the option of putting it on hard later on. My beef with PvE is that we don't have many missions that challenge us mentally. I like puzzles, codes, and mazes and wish there were more of them in GW. Today I got to the Dragon's Lair and so I opened up GuildWiki to read about the mission. GuildWiki's description made the mission sound much more interesting than it was. I beat it on the first try with heroes and henchies, which I'd planned to use only as my exploratory party. The jungle missions were harder. *lol* Those were the days. Being lost in The Wilds for 2 hours before getting mad and mapping out. I'm wondering what they're going to do to the Ruins of Surmia in Hard Mode. People seem to universally hate that mission.
|
|
|
Feb 20, 2007, 12:15 AM // 00:15
|
#31
|
Desert Nomad
|
I would like it if the game was even easier and quicker than Factions. This way one could level up quickly and get to all the areas quickly, and have time to concentrate on distractions.
Distractions = titles, farming, 1337 l00t, etc.
|
|
|
Feb 20, 2007, 12:21 AM // 00:21
|
#32
|
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/
|
hm, I like the level of difficulty in nf---EXCEPT the size of the mobs and the extra-long agro range....a few less in the mobs and I would be a happy clam (or mouse as you can see my avatar).
|
|
|
Feb 20, 2007, 12:22 AM // 00:22
|
#33
|
Furnace Stoker
Join Date: Mar 2006
Location: New Zealand
Profession: Me/R
|
I don't care for difficulty much, I can get past that... eventually. I just want PvE to be more... exciting and diverse. I want more different things to do than kill stuff!!
|
|
|
Feb 20, 2007, 12:46 AM // 00:46
|
#34
|
Site Legend
|
Quote:
Originally Posted by Alleji
Well, you know, at least I have to look at what my target is before pressing the button and once in several games I press the wrong one... while you can just hit tab, savannah heat, tab, searing heat and it doesn't really matter. Skillz.
I guess that's a step up from C, space. Keep going.
|
LOL classic
I wouldn't mind DoA type difficulty but lets face it that will never happen...people would quit in their thousands. FoW/UW type difficulty would be ok even for the stupidest of PvE players.
__________________
Old Skool '05
|
|
|
Feb 20, 2007, 01:06 AM // 01:06
|
#35
|
Grotto Attendant
Join Date: Mar 2006
Location: Done.
Guild: [JUNK]
|
Quote:
Originally Posted by Skuld
I like it easy, because I am lazy and like to semi-afk the campaigns.
|
or because i dont want to be forced to always play the freaking perfect build with skills i hate. i bloody want to have fun - and torment is as far away from fun as gaile is from getting her mask back.
|
|
|
Feb 20, 2007, 01:40 AM // 01:40
|
#36
|
Wilds Pathfinder
Join Date: Oct 2006
Location: Denmark
Guild: Rule Thirty Four [prOn]
Profession: Mo/
|
I think, an adjustable difficulty is the best solution, while also having creeps that automatically follow your level, allowing low-end areas to be replayed.
Before you enter an area, you select difficulty, and everyone is happy.
|
|
|
Feb 20, 2007, 01:57 AM // 01:57
|
#37
|
Wilds Pathfinder
Join Date: May 2005
Location: Pittsburgh
|
My favorite difficulty is probably that of of the Ring of Fire. Faction's end game difficulty got way over the top (especially in requiring certain skills or gimicks to complete). I'm not at the end game of Nightfall yet, but I already see it getting even harder than Factions .
PS: I'm glad they've cut down on mission -length- since Prophecies though. 1+ hours for one mission is too much.
|
|
|
Feb 20, 2007, 02:12 AM // 02:12
|
#38
|
Krytan Explorer
|
I want the game to be difficult, but difficult in the right way. Rather than retarded damage + cheap effects (doa), I would prefer realistic teams that play reasonably intelligently (basically take the heros from pvp, give them reasonable bars, make them level 20, and give me a fair fight.
|
|
|
Feb 20, 2007, 02:37 AM // 02:37
|
#39
|
Frost Gate Guardian
Join Date: Nov 2006
Profession: Rt/
|
Personally, I find the "difficulty" of RoT and DoA cheesy. Overpowering creatures that are inherently stupid while increasing numbers is not adding challenge in my view. It only leads to cookie cutter builds and excluding most classes from an area.
I would rather see all creatures except bosses be at most levels 20-22 but have excellently thought out skill bars and team cohesion. This should be done in a way that will not exclude any classes like the usual holy trinity and b/p groups. I do know that it is just Ai we are talking about, but more can and should be done on that front.
Basically my idea of difficulty requires players to think of diverse builds in order to get through an area. Preventing a cookie cutter group would be able to make it through the area is the goal.
In not so many words, I agree with Blame the Monks.
Last edited by Calen The Civl; Feb 20, 2007 at 02:39 AM // 02:39..
|
|
|
Feb 20, 2007, 02:46 AM // 02:46
|
#40
|
Wilds Pathfinder
Join Date: Aug 2005
Guild: SMS
Profession: E/Me
|
Quote:
Originally Posted by Blame the Monks
I want the game to be difficult, but difficult in the right way. Rather than retarded damage + cheap effects (doa), I would prefer realistic teams that play reasonably intelligently (basically take the heros from pvp, give them reasonable bars, make them level 20, and give me a fair fight.
|
Pretty much my view...
Difficulty is one thing. Handicaps are another. Ask any strategy gamer: just because the AI 'cheats' (that is, has access to bonuses or options players can't access - that's usually what's meant by the term) doesn't make it fun. In fact, it just makes the same old gimmicks more effective and at the same time it often just gimps the crazy new ideas. Unless the crazy new idea is the new gimmick. But how often does that happen? Take Civilization. On the hardest difficulty levels AI civs have crazy insane bonuses. But people can still beat them because there are tricks that work every time. And then take Dark Avatar. Now there's a brilliant AI... It's adaptive, it's powerful, it's beatable (nobody wants to play Deep Blue every time...), and it's fun.
If I entered a new area and found that I had -6 health degeneration, KD every fifteen seconds, did half damage to enemies, and could only bring five skills, it would be a lot harder; but it wouldn't be much fun.
If, on the other hand, I entered a new area and found balanced AI groups, with fuller skillbars and better coordination... That would be a lot more fun.
Of course, it's a lot harder to program...
|
|
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
All times are GMT. The time now is 09:01 PM // 21:01.
|