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Old Oct 31, 2006, 04:40 PM // 16:40   #21
Pre-Searing Cadet
 
Join Date: Apr 2006
Location: Minnesota
Guild: The Kurghan
Profession: Mo/Me
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I have to admit that the sequence of my responses to the AI update have been :

OMG, they gimped my fun! I'm gonna......hmmmm.....
<after some time to cool down>......keep playing......
<after more time to think clearly>.......find a way to adapt........
<after ordering my thoughts>.............post on GWGuru for other's opinions.....
<after reading some of your thoughts on the AI update>....possibly enjoy the new AI......

I have to thank everyone's reasoned debate for helping sway my opinion to a more positive impression of the AI update. I'm also sure that ANet will continue to fine tune the AI to address some of the odd behaviors that have been seen.

Boobers, thank you for clarifying what I meant by PvE battles becoming more like PvP - you described what I was trying say most elegantly and hopefully this clears up any misunderstanding.

XvArchonvX - Reasoned debate ftw - ty

Chewbacca, interesting idea regarding varying AI difficulty depending on some metric of the player's experience. Here's an addition to the idea that might be easier and cleaner to implement: give the party leader the ability to switch the AI difficulty before leaving a town. An instance is created for each party, so this would seem possible. Thus a group of newer players could have the leader type /easy. Mobs could be dumbed down/smaller and perhaps you would get lesser loot. A group of experienced players could type /hard and they would get the juiced up mob AI and perhaps an increase in loot. Default would be some standard difficulty depending on the area. You couldn't get the bonus/masters for missions on /easy. Of course this would be difficult for ANet to implement and I'm sure there's pros and cons; but it has possibility for pleasing a wide range of people.
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Old Oct 31, 2006, 06:16 PM // 18:16   #22
Wilds Pathfinder
 
Join Date: May 2005
Location: Pittsburgh
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-more frustrating
-discourages PUGs even more than they are
-requires the use of snaring skills in all groups, whether or not it's viable [note: no snaring henchman], thus dictating what you have to have and limiting creative space
-encourages quitting due to frustration
-segregates the community

Quote:
Then I will TRULY look upon PvE as a skillful endeavor.
Not looking for your approval or whatever. We're just looking to have fun.

Last edited by mqstout; Oct 31, 2006 at 07:27 PM // 19:27..
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Old Oct 31, 2006, 06:44 PM // 18:44   #23
Ascalonian Squire
 
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Join Date: Jul 2005
Guild: Hope
Profession: Mo/
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Ok, I know a lot of you guys and gals all have been playing GW since the beginning, way back in the beta. Ok, if that's the case then why do I keep seeing this thread about PvE vs. PvP?

The game was made for PvP guys (read about it, the reviews about it GW and GW:F) I mean the first press release about the game has this in the title "COMPETITIVE ROLE PLAYING GAME" when I think of competitive I think about PvP not PvE.

Now before you all think I'm just PvP'er telling you to stop crying, I don't PvP that much, by far I PvE much more.

Oh on a side note, if you love GW or just love not paying a monthly fee (and all that comes with that), then you will adjust and improve and maybe even get to the point you want to do the competitive part of the game.
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