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Old Jun 08, 2006, 10:40 AM // 10:40   #81
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Quote:
Originally Posted by darrylhaines
In factions, you have people who are not shall we say "experienced" and then missions take 5-10 go's before you do it, when with an experienced team you should be able to do it 1st/2nd time.
from my own experiences,
people are more team orientated in Factions than in Prophecies
- despite the longer time to get to 20 in the 1st game

Prophecies PVE teams have a tendency to split up alot (and wipe)
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Old Jun 08, 2006, 02:18 PM // 14:18   #82
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Picked up wow just to pass the time as i waited for factions to come out.

Played them both at the same time for maybe a month.

Bought factions, was so excited.

What a let down.

Now i play wow full time.

By guys
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Old Jun 08, 2006, 02:32 PM // 14:32   #83
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I gotta say that I did like factions in the begining. Now after getting 10 chars through the game and earning my r5. The only thing that I do ig is long on around 5pm est to work on my r6 and run the deep. For me personally factions will have to recieve some major upgrades before I go on to ch3. As i read the threads on the guru and gwonline forums I find that most ppl were dissapointed than not. And as the poster on page four said earlier, time will tell.

Last edited by nebucanezar; Jun 08, 2006 at 02:37 PM // 14:37..
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Old Jun 08, 2006, 02:37 PM // 14:37   #84
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Next two months will more updates come, then u shall see ???!!
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Old Jun 08, 2006, 02:55 PM // 14:55   #85
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Quote:
Originally Posted by muelon

Now i play wow full time.

By guys


isnt it amazibg they have to come back and tell us that.

good bye-good riddence
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Old Jun 08, 2006, 02:58 PM // 14:58   #86
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I love GWs. I of course don't dedicate my life to it either. It's a hobby and a damn good one.
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Old Jun 08, 2006, 03:15 PM // 15:15   #87
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Quote:
Originally Posted by Quantum Duck

But more to the point, it's pretty hard to destroy a series with a sequel that's outselling any number the original ever managed by a generous margin. Dispite the claims of mass /ragequits throughout various forums, the total number of people buying and playing has increased dramatically.
Do you have any hard data to back this up, or is it just wishful thinking?

All of Tyria and HA has been vastly underpopulated compared to months ago. The number of people playing in Tyria and HA has decreased dramatically.

I find it very hard to believe that Factions is out-selling Chapter 1. But feel free to prove it is with hard data.
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Old Jun 08, 2006, 03:25 PM // 15:25   #88
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Quote:
Originally Posted by Navaros
I find it very hard to believe that Factions is out-selling Chapter 1.
Even if it is, that doesn't mean anything in terms of future installments. You have to buy a game to decide if you like it or not. I bought two copies of Factions. Preordered both. I won't be preordering chapter 3. I'll wait and see, if I'm even interested in GW at that point.

Quote:
Originally Posted by Beat_Go_Stick
I've decided to take a break (from the game, that is, the forums keep me occupied during down time at work ) and play Oblivion for a while
That's exactly what I'm doing (including the work part). Bought Oblivion the day of its release but couldn't get into it because I was still hooked on GW. Oblivion sat neglected on my hard drive until the thought of logging in and doing another quest so I could get my 10K faction made me want to kill myself. So now I'm happily adventuring through Cyrodiil, with a couple of other games waiting in line. As you said, the good thing about GW is that you can pick it up anytime. I still play occasionally, but about 10% of what I used to, and always in Tyria.
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Old Jun 08, 2006, 03:37 PM // 15:37   #89
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I haven't seen any comments from factions-only people. I wonder what their opinion is. I can't help think our view is jaded (no pun intended) by comparing Prophs and Factions.

Guild Wars was a radically different game to what we (or at least I) were used to. Factions, whilst a standalone game, still uses the same mechanics as Prophs - so I guess we're just lacking that buzz we got the first time round.
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Old Jun 08, 2006, 03:45 PM // 15:45   #90
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Factions has been topping the charts in US and UK for best selling PC for past few weeks but I don't know how that compares to the 1st game

I havent seen any quotes for number of Factions copies sold

Prophecies sold 250,000 in the 1st *week*
and 1 million copies in less than 5 months

http://www.arena.net/games/index.html
Quote:
ArenaNet's first title, Guild Wars, was released on April 28, 2005. It was an instant No. 1 seller around the globe. More than 250,000 accounts were created in the first week after the game launch
http://www.xgpgaming.com/news/news.php?id=1698
Quote:
22 September 2005/ More than one million people in Europe and North America are now playing Guild Wars®, NCsoft® has today announced. Account activations for the chart-topping opus have reached this significant figure in less than five months
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Old Jun 08, 2006, 03:51 PM // 15:51   #91
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heres a quote from Jeff Strain
http://biz.gamedaily.com/industry/toppers/?id=12786
Quote:
"We're not prepared to talk numbers yet, comparing the two releases," he added. "We'll just say that we feel that, as a brand new studio, with a brand new franchise, we think we performed well with the original Guild Wars. That game picked up steam after its release, making it the success it was. With the fanbase built up there was a lot of hype for Factions, and the game came out with a bang.

At this point, I'd say that Factions is stronger out of the gate than Guild Wars."
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Old Jun 08, 2006, 04:48 PM // 16:48   #92
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Quote:
"We're not prepared to talk numbers yet, comparing the two releases," he added. "We'll just say that we feel that, as a brand new studio, with a brand new franchise, we think we performed well with the original Guild Wars. That game picked up steam after its release, making it the success it was. With the fanbase built up there was a lot of hype for Factions, and the game came out with a bang.

At this point, I'd say that Factions is stronger out of the gate than Guild Wars."
Well, of course it started out "stronger" than Guild Wars. GW already had a following and those playing GW wanted the expansion... excuse me, "stand alone add on".

I was one of Factions biggest critics even before it's release. Most of my conserns held true; yet some are being fixed (with the ever "soon"); while others I just ignore. Yet, Factions has become a serious bore and grind.

Grinding for points; not fun. Fed-Ed quests; not fun. PvP; not fun (for me). Leaves elite caps and titles to really go for, and one can only do that so often before losing ones mind.

Did it let me down? In some ways no, in some yes. Will I get Chapter 3? Probably. It's from the team that worked on Chapter 1, so I am in high hopes it will be better than Factions.

Just my two cents.
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Old Jun 08, 2006, 06:18 PM // 18:18   #93
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Quote:
Originally Posted by Navaros
Do you have any hard data to back this up, or is it just wishful thinking?
I don't have hard numbers to back me up yet, other than the quote they brought up from Jeff. But it's most definitely not just wishful thinking either. I suppose I shouldn't expect you to take my word for it, but I live in Bellevue and know quite a few people who work for ArenaNet. I obviously can't go into any kind of detail to protect the innocent, but I've heard plenty of stories about the internal numbers. From Jeff's quote it sounds like we'll just have to wait until they decide to release the numbers to the public.

So no hard numbers yet, but I'm quite certain. Factions is doing well. I won't be offended if you don't believe some random guy on a forum and wait for the real numbers, but I would recommend at least not proclaiming failure until then.
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Old Jun 08, 2006, 06:35 PM // 18:35   #94
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the thing is, factions was bought from almost every prophecies player, as they expected it to be a nice new world that would present the same lvl of excitement as good old tyria did.

the real benchmark would be the sales on ch3... I for one plan on waiting at least 2 weeks before i buy that, if i even buy it (waiting on unreal tournament 2007)

in my opinion, anet needs to ditch the "6 months development cycle" if they want to actually have increasing sales once again

6 months omg.. theres not a single software development company that has similar plans.. take a look at say epic, they charge the same for a game that takes about 2-2.5 years of developing
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Old Jun 08, 2006, 06:57 PM // 18:57   #95
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Quote:
Originally Posted by fb2000
6 months omg.. theres not a single software development company that has similar plans.. take a look at say epic, they charge the same for a game that takes about 2-2.5 years of developing
it is 1 year not 6 months if you bothered to look .
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Old Jun 08, 2006, 07:01 PM // 19:01   #96
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Quote:
Originally Posted by Loviatar
it is 1 year not 6 months if you bothered to look .
ok you got me there with the 6 months, and yes, ty for writing in bold as im blind and dumb

any amount of time is no excuse for crappy coding, but nvm

Last edited by fb2000; Jun 08, 2006 at 07:05 PM // 19:05..
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Old Jun 08, 2006, 07:36 PM // 19:36   #97
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Quote:
Originally Posted by fb2000
6 months omg.. theres not a single software development company that has similar plans..
This made me smile. There are a lot of things ArenaNet has done that no other software company has tried. For example, can you name a comparable online game with no monthly fees? For that matter, can you name a truely comparable online game?

Personally, I like the model. It's bold and different, and I'll be getting what in my mind is easily $50 worth of content every 6 months. If you don't like the model, feel free to skip every other chapter or so and only get the one you like best once per year. Or find another company making a game using a development model you like. You can keep playing the existing parts of Guild Wars that you like (Prophecies apperently?) indefinitely without being charged a penny, so no harm done. You'll still even get any engine upgrades they make whenever they get around to finishing them.

And it's true that chapter 3 sales will tell us a lot more than chapter 2 sales. But of course, even if a particular chapter doesn't do quite as well, they only have to sell half as many copies twice a year to make the same amount of money as the current number of sales on a yearly release schedule. Only time will tell of course, but I strongly suspect that chapter 3 will do quite well. If it really bombs and they start selling less than half because a truly significant number of people consider the product of 1 year of content creation to be less than $50 worth, then they will probably start doing some serious reconsidering, but given how well Factions is doing I really doubt they have any reason to start reconsidering until then.
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Old Jun 08, 2006, 07:46 PM // 19:46   #98
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Quote:
Originally Posted by fb2000
ok you got me there with the 6 months, and yes, ty for writing in bold as im blind and dumb

any amount of time is no excuse for crappy coding, but nvm
it is just that the one year has been posted so many times it get a bit..............
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Old Jun 08, 2006, 07:53 PM // 19:53   #99
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Quote:
Originally Posted by Quantum Duck
This made me smile. There are a lot of things ArenaNet has done that no other software company has tried.
Limit yourself to companies that develop online games. Lots of software companies, including those that develop single-player games, don't charge fees beyond the purchase price. So there are many, many gaming companies out there that have survived by putting out a game every year, two years, three years, or more, with nothing in between that they can charge for. It may be a new model for online games, but it's old news everywhere else.

If Anet continuously added new content despite not having a monthly fee, that would be quite remarkable. But as we've seen, not having a monthly fee means that updates generally consist of bug fixes and skill balances. And we're often told when we want something, "Hey, there's no monthly fee, you know." Implication: Live with it. So Anet isn't pulling something spectacular off that other companies can't do--they just have a different model than other online games, along with the implications of that.
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Old Jun 08, 2006, 08:02 PM // 20:02   #100
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Quote:
Originally Posted by felinette
Limit yourself to companies that develop online games.
Yup. That was pretty much my point actually. There are lots of individual facets of what they do that have parallels in other complanies, but as a whole they are using a model I have never seen before. A model that puts a game online with no subscription cost. Parallel to Battle.Net? Yeah, except that instead of just matchmaking, everything is on the servers. Of course bug fixes and balance updates are free. That concept has been common for a while now, though it hasn't always been univeral. I'm old enough to remember when the only bug fixes in a lot of software came from buying the upgrade to the next version number.

The concept that you only pay for "content" and that content doesn't include engine upgrades is an interesting one. And of course add to that the concept that all content is episodic and optional, and can't give you an advantage over anyone who didn't buy that particular episode of content. Not necessarily unique, but fairly rare. I havn't seen any other persistant online games without subscription fees try it this way, and I'll be interested to see how it works out for them. I predict success, but as mentioned already only time will tell.
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