Jul 19, 2006, 04:14 AM // 04:14
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#101
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Banned
Join Date: Mar 2006
Guild: :P
Profession: E/Me
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Quote:
Originally Posted by Amy Awien
I don't, and I think it is exactly what is wrong about Chapter 2. This Master thing with missions only results in PuG's going as fast as possible through a mission without any chance of getting more then a glimpse of the story, if there is one.
This is ANet's intention, it must be. This whole Master's thing is just bound to lead to more and more go-go-go rushing. It is also obvious that this would lead to the story being drowned. Thus, there probably was no story to begin with.
I don't care a bit about the current CoOp style, PuG's are only rarely fun to be with, but usually as boring as henchies and sometimes plainly annoying. I hate it when I am forced to play with them.
So, if they want to speed-skill PvP'ers, just unlock them their skills but don't have PvP ruin the story part. In the end, it is PvE content which will have players shell out $40 for a new chapter, for PvP
Well, I've only seen the Vizunah one, we've killed a gazillion afflicted in total chaos .... boring.
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Dam rights it is the rpg that pay for this game! for each and every chapter it!
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Jul 19, 2006, 07:38 AM // 07:38
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#102
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Pre-Searing Cadet
Join Date: Jul 2006
Profession: W/Mo
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Quote:
Originally Posted by Amy Awien
I don't, and I think it is exactly what is wrong about Chapter 2. This Master thing with missions only results in PuG's going as fast as possible through a mission without any chance of getting more then a glimpse of the story, if there is one.
This is ANet's intention, it must be. This whole Master's thing is just bound to lead to more and more go-go-go rushing. It is also obvious that this would lead to the story being drowned. Thus, there probably was no story to begin with.
I don't care a bit about the current CoOp style, PuG's are only rarely fun to be with, but usually as boring as henchies and sometimes plainly annoying. I hate it when I am forced to play with them.
So, if they want to speed-skill PvP'ers, just unlock them their skills but don't have PvP ruin the story part. In the end, it is PvE content which will have players shell out $40 for a new chapter, for PvP
Well, I've only seen the Vizunah one, we've killed a gazillion afflicted in total chaos .... boring.
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I agree with Amy. Sometimes it's just totally irritating that people call others noob just cos they do certain things wrongly. Like c'mon, everyone was a noob once.
Yes I agree also that story is what drives an rpg game. Not just the leveling and the upgrading of weapons and equipment. It's a great idea to integrate PvP and PvE together. Personally, I don't mind both really but I sincerely hope that the missions are made possible to go through with henchies. Even the quests. PUGs, imho, are meant for PvPs and if and only if you're playing with your friends or people you know. I don't really believe in socialising through gaming.
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Jul 19, 2006, 08:21 AM // 08:21
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#103
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Frost Gate Guardian
Join Date: Feb 2006
Guild: [GoT]
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the funny thing is... Anet doesn't respond to these sort of topics, how ironic.
but every1 in here is right, with 3 or more chapters it'll be impossible to do some missions now, and ghost towns certainly will be there, even now if you try to do the desert missions it's almost impossible, it took me 3 days just to do thirsty river, this will be a major problem for GW if they keep doing this
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Jul 19, 2006, 09:17 AM // 09:17
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#104
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Forge Runner
Join Date: May 2005
Location: San Diego, CA
Guild: Penguin Village
Profession: Mo/
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Quote:
Originally Posted by BoondockSaint
MY IDEAS:
Anyways heres what I prepose, many ppl have suggested seperate pvp, from pve, I agree but only do that to a certain extent. I woul have the new games not necessarly expand into new places but instead expand the story. Heres an example, You buy the next game, with all its new content, now you have defeated the white mantal, the undead, and held of the charr invasion, inorder to advance you must complete the titan quests and because you owe the dwarfs a favor finish sorrows fernece, ( who else has had trouble finding ppl to do these missions. Now you can port to new maps like ascalon being rebuilt, but you can still go back to old ascalon (prophices ascalon).
You goal now would be to prepare Tyria for it huge offence into the nothern charr lands, so you must travel to Kratya to ask for help, (you of course will be sent on different missions before they will help you) as well as the dwarfs for their gun powder, Cantha for men, Kurziks for their those walker things, luxons for siege turtles. Now as for openning up new areas you could also be sent south to see if the rumors of a large surviving Orr army are true.( that huge blank spot on the map in Tyria will be open explorable). Now you would head north with all that firepower, for new content in missions you could have it were you guard the Ascalon catpults as they bomb Charr homes or be in the invasion force, not that new, but A-net could think of something, but the plus side would be that you could kill charr babies or something this would require like 2 or 3 teams of 8 as well as several NPC's so it would seem like a HUGE battle. Well this is getting to long but you get the idea, expand the story within the game, you could always have a new enemy appear that are allies of the charr or something but adding brand new stuff every 6 months is crazy. This also would still not solve the problem of not enough ppl in towns.
Sorry this is so long, my above solution is just part of a story That I'm writting about GW, I'm a poltics major which is boaring so I take up creative writting as a hobby. So you think the idea of expanding the story is a good idea or what, please dont flame me to bad on the poor writting.
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That sounds like tons of fun. I think it would be more feasable if you didn't need a certain expansion to play it; people in your group can be doing the same mission/quest from another chapter.
I'm concerned as well about the ghost town thing that's happening. I for one also like Prophecies more, but what is there to go back to? Henchmen? Does anyone else remember when Prophecies was still played, and there was always more than 50 disctrics in Ascalon?
There have been a lot of other people that have said the same, but maybe Anet will notice if one more person says it too.
Give us a reason to go back to other chapters!
Finish the story and add more to it! PvPs only focus is balance, and you don't need a new chapter to do that.
I know a lot of people get tired of playing on the same old maps. What if there was pvp on the actual continent? In other words, you could be doing a mission, and all of a sudden have 24 PvPers storm across your screen. The AI would go after them as well.. Maybe it's a bad idea, but it's something, right? PvP maps would be as varied as the continent, literally.
Somewhat off topic, but I'd buy the new expansion if it just had a graphics update. Make the spells look like something is being done, instead of different colors of pixie dust and lines. There's nothing wrong with making it look like you're doing something. As it is, there are countless skills that have no other effect than a little yellow number, and I can't express how dissapointing that is.
I don't know about you, but I'd love to have it the point where someone new playing with you would think, "Holy !@*%! What skills is that?!"
It's not as if it would introduce lag. There is a graphics section in the options menu for people with slower computers.
Now as far as the rift between PvP and PvE.. if Anet wants to keep them tied together, they need to do some serious research on what it is that people want. All the PvE people say that they want to not have to do PvP because it's too competitive. All the PvP people say that they don't want to PvE because it's mind numbingly boring. Sure, both of these are valid reasons, but why do you feel that way? Why not tell Anet what they can do to change PvE/PvP to make it appealing to you? Sure, GW will never be an only PvE or only a PvP game, but that doesn't mean that they can't improve upon it, right?
It just seems to me that there was some kind of magic in Prophecies that was lost in Factions.. and if Arena Net intends to keep taking my money, they should really try to find out what it is.
What drew so many people to the original game? Why did they get dissapointed and leave? No one would have to worry about ghost towns if there was a reason to keep playing the chapters you have. It should be to the point where you can avoid buying a chapter simply because you don't like the theme of the area, you're that satisfied with what you have.
I realize that this game isn't an mmorpg, and I don't want to come across that way. There does need to be some replayablity value, though. Currently, the best way to do that seems to be to cross content between chapters and expand upon the story that's already in place. Why not make it so that in the new chapter, if you travel back to Cantha.. something goes terribly wrong, and you're taken back to the time that Shiro first unveiled himself to the world? There's so many twists and cool things that could be done. I wish Arena Net good luck on their new game, and sincerely hope that the wishes of the customers are taken into account. I don't see how both their company and the players wouldn't both win if we're both happy.
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Jul 19, 2006, 09:19 AM // 09:19
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#105
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Frost Gate Guardian
Join Date: Apr 2006
Location: Australia(the land of lesser games)
Guild: neptunes grace
Profession: R/W
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Quote:
Originally Posted by Rogier
the funny thing is... Anet doesn't respond to these sort of topics, how ironic.
but every1 in here is right, with 3 or more chapters it'll be impossible to do some missions now, and ghost towns certainly will be there, even now if you try to do the desert missions it's almost impossible, it took me 3 days just to do thirsty river, this will be a major problem for GW if they keep doing this
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They are reading it, hopefully.
I know I brought up the whole ghost town thing and issolation between chapters.
But I suppose I have friends and a guild to help me in that department.
What saddens me is how they plan to throw away perfectley good ideas or unresolved story plots instead of extending on them, I could be wrong of course.
To "JESH"
I was upset because they chose to never extend to such a great game like propercies.
No more charr, dang it.
But as people have stated the devs ussualy only respond to positive posts, so thats partly another communication fault on anets behalf.
Last edited by markus_thom; Jul 19, 2006 at 09:25 AM // 09:25..
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Jul 19, 2006, 09:53 AM // 09:53
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#106
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Wilds Pathfinder
Join Date: Oct 2005
Location: England
Guild: Blood On The Worlds Hands
Profession: W/
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What you all forget is that the people who designed prophecys is making chap 3.
Anet has 2 design teams.
When Team 1 started Prophecys Team 2 started Factions.
When Porphecys was realsed Team 1 started work on Nightfall.
When Factions was realsed i assume Team 2 started work in Chap 4.
As this is true it means that this chapter was designed by the same people as chap 1, meaning it should be much like the orrigional in design, etc, and also its been in development for 1.5 years.
Hopefully this will be a great game... but only time will tell.
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Jul 19, 2006, 11:15 AM // 11:15
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#107
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Banned
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The sad fact is that they could easily sell old chapters instead of being forcec to churn out subpar new ones by introducing more quests, more areas, and overall paying more attention to them. Factions is going to get ignored, but think how much could be added to it? The plotholes are big enough for a barn to drive through, provided you could get one on wheels. The very nature of the standalone game systems means they really can't ignore old chapters. Arena Net is trying to introduce a new Prophecies Collector's Edition because it has all the weapons they hadned to the Asian players. Why would anyone buy it? That is $70 for a game we already have or for a game that will no longer have any more attention paid to it as Arena Net chugs along and since it is a totally online game, it will pull fewer and fewer players maknig it pointless to even buy for the newcomer. Arena Net needs to rethink their business model of throwing games out onto shelves and calling it productive.
They need to go back to the prerelease Arena Net - listening to the fans and working with them, not ignoring and going for the $_$ by throwing out crappy games.
Last edited by Mr_T_bot; Jul 19, 2006 at 11:17 AM // 11:17..
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Jul 19, 2006, 12:45 PM // 12:45
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#108
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Ascalonian Squire
Join Date: Jul 2006
Location: UK
Guild: Oasis Avengers
Profession: N/
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I have an idea: If you look at the explorer maps of Tyria and Cantha, that are a great deal of unexploreable areas. When they release later chapters perhaps they could add some additional exploreable areas, quests or missions to these areas that relate somehow to new chapter. Also, perhaps, they areas can only be accessed by going via existing outposts/areas of the continent. They could either be exlusive to those with both chapters, or not - I have no opinion there.
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Jul 19, 2006, 01:04 PM // 13:04
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#109
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Frost Gate Guardian
Join Date: Jul 2005
Location: State of Confusion
Guild: Army Of Apocalypse (AOA)
Profession: R/Mo
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Before I start let me state; I want Guild Wars & Anet to succeed and be around many years however,
PvP content is easier, cheaper to create than PvE content. PvP content requires smaller game environments and no true need for storyline creation therefore is more attractive to developers/marketing. However, it is PvE RPG content that warrants sales of new product in the hopes of new adventure.
There is room for both in GW but creating less PvE content and hoping to keep up or even increase profit by attempting to sway PvE style players to PvP to increase profits is the wrong direction to go and will eventually lead to THE END.
From what I've read here and elsewhere Factions was a disappointment overall, especially with the PvE storyline. I concur. I know people in my guild and Alliance that were able to beat the whole storyline in 2 days, If Anet had actually provided enough PvE content into Factions this should not be possible.
Many buyers of both GW chapters have stated many times the lack of PvE content in both chapters, and the huge maps of both continents that although we may be able to explore 100% of the areas we can get to we cannot get to 100% of the Land mass on both maps. In all my years(20+) of gaming I have never until GW crossed paths with an RPG that an explorer cannot visit every square inch of the land mass from sea to shining sea. Yet Anet/GW maps have so much blurry land mass that we cannot goto. I think Anet should fill those areas with something and open them up before moving to a new continent where they will likely once again not provide 100% of the land mass as explorable.New quests/mission/outposts would be great, but I'd settle for just explorable areas with mayhaps some new creatures to kill, this would greatly expand the explorable area and give PvE more to do in every chapter.
As for Nightfall, Anet please start listening & learning from us your target consumer what we want and start providing it. I feel certain if you do Anet and Guild Wars will have a long,healthy and VERY PROFITABLE life. Just some advice from someone(Family accounts) that has purchased 4 copies of Prophecies($200) & 4 copies of Factions($200) and is leery about giving you another $200.
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Jul 19, 2006, 02:25 PM // 14:25
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#110
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Krytan Explorer
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Quote:
Originally Posted by IAmAI
I have an idea: If you look at the explorer maps of Tyria and Cantha, that are a great deal of unexploreable areas. When they release later chapters perhaps they could add some additional exploreable areas, quests or missions to these areas that relate somehow to new chapter. Also, perhaps, they areas can only be accessed by going via existing outposts/areas of the continent. They could either be exlusive to those with both chapters, or not - I have no opinion there.
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Indeed. I'd love to see more Sorrow's Furnace like addons to Tyria and Cantha. For Tyria, you could do more exploration in the ruins of Orr, push further north of the Great Northern Wall into some high level Charr strongholds, or go to the home of the Seer, wherever that may be. Prophecies left plenty of unanswered questions. And you can always introduce new problems in old areas, like the invasion of grasps during the dragon festival.
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Jul 19, 2006, 02:46 PM // 14:46
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#111
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Frost Gate Guardian
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Quote:
Originally Posted by Raiin Maker
What you all forget is that the people who designed prophecys is making chap 3.
Anet has 2 design teams.
When Team 1 started Prophecys Team 2 started Factions.
When Porphecys was realsed Team 1 started work on Nightfall.
When Factions was realsed i assume Team 2 started work in Chap 4.
As this is true it means that this chapter was designed by the same people as chap 1, meaning it should be much like the orrigional in design, etc, and also its been in development for 1.5 years.
Hopefully this will be a great game... but only time will tell.
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that mean chapeter 4 will be done by Faction team
Kick their head developer i say
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Jul 19, 2006, 03:59 PM // 15:59
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#112
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Wilds Pathfinder
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Quote:
Originally Posted by J snukka
Quote:
Originally Posted by QuietWanderer
I guess I don't see the gameplay issues that everyone has with Factions.
I like the idea of moving the battlefront using 12 vs. 12.
I like the idea of having my Guild hold a town.
I like the addition of the duplicated spells.
I like the whole Master's mission acquisition.
I like the dual 8 man team missions.
I like the amulet reward at the end of the game.
I like the Factions end game piece over the Prophecies dump you in Drok's ending.
I like the Dragon mask and the festival.
I like the new 15k armors.
I like the new Ritualist Obsidian armor.
I like the new elite missions like "The Deep"
I like the two new character classes.
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amen to this. seriously people need to take time with their games and appreciate it.
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I take as much time to play a game as I can and I appreciate it as much as it deserves to be appreciated. Let me throw out my own quick list of Factions fun...
12 vs. 12 is a mere 3x Random Arena
Guilds holding towns does nothing aside from show you can grind faction
Duplicated spells are pointless. Being a mesmer with the elite spell, Echo, should mean something
Master's mission acquisition replaces extra content with doing the same thing again, only FASTER
Dual 8 man team missions are a great way to watch the best groups lose anyway
The amulet reward at the end of the game was a great addition
The Factions end game piece........well, I was actually hoping for more. Prophecies sucked too, mind you
The Dragon mask and the festival was Wintersday revisited. The only new thing was gambling
There are new 15k armors but I prefer content to carrots
The new Ritualist Obsidian armor? Again, content to carrots, please.
The new elite missions are fun. I wish they tied it in with PvP instead of Faction grinding Guild Alliances
The two new character classes are pretty fun but I would still much rather start one in Tyria than Cantha. I'd be happy never setting foot in Cantha again.
So there's my appreciation. A "stand alone" game that offered the exact same content as its predecessor, only half as well and a year after its predecessor did so. Adding more of the same doesn't always make a game more fun...in fact, it usually doesn't. Calling more of the same "stand alone" even though theres no way it measures up to the original, true stand alone game is the mistake they've made. Half the content, half the character slots when you combine, half the quality of story, and a linear path of travel removing all feeling of freedom that made me actually like the original game.
Maybe if prophecies had never existed I would have been happy with Factions, but as a sequel, it was terrible. A.Net will have to pull a freakin' 200 pound gorrilla out of a Barbie doll sized hat to get a good portion of their playerbase back into this game.
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Jul 19, 2006, 04:28 PM // 16:28
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#113
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Wilds Pathfinder
Join Date: Mar 2006
Guild: Girl Power [GP]
Profession: Me/
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Quote:
Originally Posted by Yawgmoth
It's just too fast. I'd really like them to make one stand-alone GW game a year AND one big purchasable Expansion that would add lots of content into the game but wouldnt have to contain all that stuff a new standalone campagin HAS to include.
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Funny you should say that. I was in a Factions area last night and people were moaning in local chat about how they aren't ready to shell out another $50 for Nightfall, and won't be any time soon. We forget that most of us here on the forums are hardcore. There are a lot of casual players who aren't interested in shelling out $50 every 6 months, especially when it's mom and dad's money. A number of guildies only just got Factions, while others don't have it yet. They're not interested in hearing about yet another chapter, and won't be for a while.
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Jul 19, 2006, 04:32 PM // 16:32
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#114
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Wilds Pathfinder
Join Date: Oct 2005
Location: European Union
Guild: The Amazon Basin
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My beef with Factions was having to grind old skills for my Core secondary professions. I mean, I'd like to think I could play the new Chapter 2 classes with some benefit from having played Chapter 1, but no, only PvP players see the benefits of sharing skills across to new classes. That was really annoying, so I just played Factions through with my Tyrian characters and their large multi-class skill sets that had taken me months to build up.
For casual gamers, grinding the old skills to be able to play with them again just isn't fun. If Nightfall is the same, I'll mostly boycott the secondary profession as a waste of time and think of my new characters as primary profession only... except for maybe a handful of absolute essential secondary class skills. I think the skill system is horribly handicapped in PvE - of course, I think you need to have a mix of PvP+PvE experience to truly appriciate how much more powerful the PvP skill system is, especially as new chapters get added on. Imagine if all Ascended characters had access to every unlocked skill on your account... now there's a system I'd like to play with!
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Jul 19, 2006, 05:24 PM // 17:24
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#115
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Site Contributor
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Quote:
Anet has 2 design teams.
When Team 1 started Prophecys Team 2 started Factions.
When Porphecys was realsed Team 1 started work on Nightfall.
When Factions was realsed i assume Team 2 started work in Chap 4.
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Actually, I have seen no verification if that is indeed how it works. All we know is there are 2 teams. We do not know if they switch back and forth. These teams could be set up where one team consistently does the newest chapter and one team remains with the older chapters. Just had to note that as it has never been clarified so this would be speculation.
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Jul 19, 2006, 06:14 PM // 18:14
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#116
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Frost Gate Guardian
Join Date: Mar 2006
Location: Singapore
Guild: POEA
Profession: Mo/N
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Quote:
Originally Posted by Rent
First off, congratulations for the most generic rant ever.
Second, I am tired of seeing people say this:
Name me three quests from Prophecies that WEREN'T "go get this for me" "take this here" "kill that guy/those guys".
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1. Magi Malaquire: Malaquire's Test
2. Grazden the Protector: Protection Prayers
3. Lina the Healer: Adventure with an Ally
4. Armin Saberlin: A Second Profession
5. Damaris: The Ascalon Settlement
6. Orozar Highstone: Noble Intentions
7. Tabor Woolridge: The Missing Artisan
8. Duke Gaban: The Egg Hunter
9. Town Crier: Message from a Friend
10. Warmaster Tydus: Scavengers in Old Ascalon
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Jul 19, 2006, 06:21 PM // 18:21
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#117
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Forge Runner
Join Date: Apr 2005
Profession: Mo/Me
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Quote:
Originally Posted by Beat_Go_Stick
The Dragon mask and the festival was Wintersday revisited. The only new thing was gambling
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No it wasn't. The Dragon festival items were not useful, not worth anything and not farmable (other than for orbs, which were the least useful and worth the least).
Whereas with Wintersday, the opposite is true. Hence Wintersday was actually much better.
I like the gambling of Dragon's Festival, that was the only good thing in the Festival in my view.
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Jul 19, 2006, 07:15 PM // 19:15
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#118
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Wilds Pathfinder
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Quote:
Originally Posted by Navaros
No it wasn't. The Dragon festival items were not useful, not worth anything and not farmable (other than for orbs, which were the least useful and worth the least).
Whereas with Wintersday, the opposite is true. Hence Wintersday was actually much better.
I like the gambling of Dragon's Festival, that was the only good thing in the Festival in my view.
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No way, dude.......I run CIRCLES around you in town now!
Heh, I really wish the Dragon helms dyed better.......mine looks really lame since I can't get it to match the rest of my armor :\
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Jul 19, 2006, 08:10 PM // 20:10
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#119
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Lion's Arch Merchant
Join Date: Feb 2006
Guild: Darkness Within
Profession: Mo/Me
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Quote:
Originally Posted by Firestone
1. Magi Malaquire: Malaquire's Test
2. Grazden the Protector: Protection Prayers
3. Lina the Healer: Adventure with an Ally
4. Armin Saberlin: A Second Profession
5. Damaris: The Ascalon Settlement
6. Orozar Highstone: Noble Intentions
7. Tabor Woolridge: The Missing Artisan
8. Duke Gaban: The Egg Hunter
9. Town Crier: Message from a Friend
10. Warmaster Tydus: Scavengers in Old Ascalon
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1. How is this not a "kill that guy" quest? You have to kill a boss; that's it.
2. Escort. I forgot this classification, but it CAN be boiled down to "kill those guys before they kill this NPC here".
3. "step outside and come talk to me" Doesn't even count as a quest.
4. "go there and talk to that guy" Falls under "take this there".
5. Escort.
6. Escort.
7. "go get this for me"
8. Escort.
9. "go talk to that guy" See above.
10. "go talk to that guy" I'll give you this one, since it takes a specific method of talking to get it done.
One unique quest in all of Prophecies. Hurrah.
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Jul 19, 2006, 11:03 PM // 23:03
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#120
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Frost Gate Guardian
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Quote:
Originally Posted by Rent
10. "go talk to that guy" I'll give you this one, since it takes a specific method of talking to get it done.
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True. Scavengers in Old Ascalon is probably the most intricate and well-designed quest in the whole of Prophecies. I'm being completely honest, every other quest falls into one of the categories you mentioned. Scavengers actually has a dialogue tree, with different outcomes depending on what options you choose.
Incredibly, Factions takes this a step further in the Am Fah poison-drinking series of quests, where your choice actually has a relatively long-term impact on how (a part of) the gameworld perceives you. Thank you, Anet, for giving us one slightly-better-than-lame quest in the game!
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