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Old Aug 13, 2005, 10:07 AM // 10:07   #41
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Top 10 issues with Guild Wars:

10: The Grind
9: The Grind
8: The Grind
7: The Grind
6: The Grind
5: The Grind
4: The Grind
3: The Grind
2: The Grind
1: The Grind

Seriously, everything else mentioned here is small time. Guild Wars doesn't have enough PvE grind to keep that demographic happy, either in terms of sheer content or the carrot. They'll complete the game then go back to WoW or whatever their favorite grind game is. PvP ready-to-play out of the box? More like 5,000 hours of grind. You can't even spend your PvP rewards without a PvE character that's all but completed the game.

Thus we're left with a game that bores the PvE players away because they want their carrot, and drives the competitive PvP players away because they don't have the patience for 5,000 hours of grind to get to be competitive. If they don't want this title to die an unfortunate death, they need to figure out what role the want the grind to play and implement it. This dottering around with empty promises while all the competitive players leave for PvP games that you actually can pick up and play is not going to make a successful title.

Peace,
-CxE
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Old Aug 13, 2005, 05:20 PM // 17:20   #42
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Don't care as much about the other things, but an auction house would be great, and don't get me started on how cool wars would be.
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Old Aug 13, 2005, 06:16 PM // 18:16   #43
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You want to turn GW into a second WoW?
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Old Aug 13, 2005, 06:46 PM // 18:46   #44
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I think you guys are giving this guy waaay to hard of a time. You should try to put some thought into something a write a few pages about it just to be flamed out the ass.

I at least partially agree with most of it except for the only 8 skills thing. The limited number forces you to actually think about what you want to take and coordiante it with your team. With extra skill slots you would probably see enchant + hex removal skills go through the roof and generally the system would break. The game is balanced for 8, if you add more you will be screwing stuff up.
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Old Aug 13, 2005, 07:24 PM // 19:24   #45
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You left out waiting 3-4 months then attacking what is in the game, and attacking those things, which were announced PRE-RELEASE of the game.

Nice work LOL.
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Old Aug 13, 2005, 07:40 PM // 19:40   #46
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Quote:
Originally Posted by NiGht_HaWk
if you read up on the story, there were "Guild Wars" before the Searing. the name isnt meant for what you think it means. Anet was talking about the Guild Wars that happened in the story.

And about the pets, i dont think pets suck because they need to be worse than a real person. Do you expect a cat to be as powerful as a full-blown sword-wielding warrior? i dont think so. But i do agree that pet controls are needed. Heck, henchmen controls need to be added as well. maybe add an interface element, maybe a few buttons in the party window or above the hp and energy. make hotkeys for essential pet/henchmen functions, like stop, attack nearest, defend, etc.
Pretty stupid to name the game after something that happened BEFORE the time you'll actually be in. That's like naming a game "Battles of World War 2" and then let you play during the cold war
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Old Aug 13, 2005, 09:03 PM // 21:03   #47
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Agreed on the auction house thing. Even before I read this thread, I was telling a friend in game about how crappy trading is here. If you want to sell something serious, you have to spam the trade and local channels like everyone else - really a turn off. Something similar to an auction house in FFIII would make this game much better and enjoyable, especially when storage/inventory space is limited, as well as character creation to 4.

Although, about the 1vs1 thing, I'm not too sure I agree. Guild Wars incorporates teamwork and group coordination. Hence support classes have an important role too, not just pure damage dealers/spikers/nukers. Round robin takes that away from the game.
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Old Aug 13, 2005, 09:31 PM // 21:31   #48
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Two words: More storage.

To start with, I'd like to have weapon set-ups stored separately from my inventory, so when I have a full inventory then try to switch from a two-handed weapon to a one-handed plus shield weapon, I don't get a bunch of tooth-grinding beeps as my character is being pommeled to death. The character inventory, even with bags, is much too tiny, really. How about having a separate, additional "invisible" inventory for each of our 4 weapon set ups? I'd be ever so thrilled.

Then I'd like to have additional compartments in the "storage" area based on how many characters have moved into post-searing. Have two characters running around the post-searing game? Then instead of merely 20 slots, allow 30 slots, three get 40, that kind of ting. Something to acknowledge that several characters require more space than one character (But please don't change the ability for all characters to access that storage space. I LOVE that!)

I agree that more skills are needed on the skill belt. I wanted to have a pet, but no way could I afford to give up 2-3 precious skill slots in order to have one. I love being able to have two professions, and having 10 slots instead of 8 would allow us to use our secondary profession for more than a 1-skill afterthought!

Last edited by DiAnna; Aug 13, 2005 at 09:34 PM // 21:34..
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Old Aug 13, 2005, 10:05 PM // 22:05   #49
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10) Agreed. The story is linear with no bonus areas to explore with extra or special features.

9) Agreed. Something to help trading needs to be implemented.

8) Agreed. Although more than looks can be changed. Right now, the armor doesn't offer much variety. For example, elementalist armor has +15 bonus versus the different elements. Well, that's great, but something that offers more trade-off for bonus would seem better.

7) Definately Disagree. How is 10 the perfect number, where 8 is not enough? The number of skill slots, or rather the lack of skill slots, promotes team play and challenge. One person can't bring enough skills to do everything, so you have to split roles up with your teamates.

6) Agreed. The AI basically goes after your weakest member. That is all the strategy they have. There is no spell coordination or anything of that nature. If monsters would coordinate skills such as Feast of Coruption and hexes, they would pose more of a threat than just being strong, hard hitting monsters. In addition, the scorpians show up throughout much of the game, and you see repeats of monsters that were seen in ascalon in the desert.

5) Don't really have an opinion one way or the other on this. If implemented, I would be fine with it, if not, I wouldn't really care.

4) Agreed to a point. As stated, more control over a pet would be nice, but their strength is fine as is.

3) Disagreed. It would simply be far too imbalanced. A W/Mo would NEVER be able to win against a monk running protective spirit with 105 or 55 health because of lack of enchantment removal. A match against a healing monk would end in a stalemate unless you could distract his heals very well or have some sort of energy denial. Overall, some characters are meant to function in a TEAM, and not 1v1, and the imbalance of the different classes against each other would be terrible.

2) Agreed. Different objective based PvP matches would be both exciting and interesting.

1) Agreed. A large GvG battle with what you described would require more tactics than what is presented now. You would be required to decided what to go for first, catapults or high ground, and when to attack the enemy. With a larger amount of players, a small group could go out and attempt to raid their areas while you defend yours.
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Old Aug 13, 2005, 11:03 PM // 23:03   #50
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Quote:
Originally Posted by GanceTrandonson

10) ***Extremely limited travel: ***

Problem) Ok, let me get this one point across. The graphics and art work in Guild Wars is simply f***ing amazing. I bought the collectors edition simply for the art book. In game the graphics remain equally awe inspiring, which leads to a major gameplay flaw--- Why on EARTH are we so limited on where we can walk and what we can do?! It literally turns traveling across terrain into a simple game of “You can walk here, but you can’t walk here.” sometimes without any apparent reason. Without cause certain 15 degree slopes are unmanageable to climb, yet a 80 degree wall is able to be simply walked up with no effort? Why can we not walk and explore a little, maybe some sort of interactivity with the map. Sooo much of the graphics and world are wasted to be nothing more than a pretty picture. The pretty pictures are for the art book, the gameplay and functions of the pretty pictures are inside the game.

Solution) It is so highly embedded in the game it would be extremely difficult to fix this problem. However, at the very least reconsider these inappropriate limitations on movement, and let us EXPLORE more. A more reasonable solution to the current time frame is give us more “little things” to do in town. There are some GORGOUS towns to visit, but nothing at all to do in them separate from other towns. At least in towns, cut down our restrictions on movement, give us objects to interact with; items to use, mini-games to play, or any reason to interact with the environment and other players in the town. To expect a rehaul of the whole world is unreasonable, but at least look at the towns.
I am going to say that I disagree with your solution, only because it won't matter.

the real problem with Travel in Guild Wars(and 99.9% of the players here are NOT GOING TO LIKE this answer) is a combination of:

1) The Game being Linear. Run straight from one town to the next, don't stop to see the sights. There's no reason to stray from the linear path, and if you do..there's really nothing to see because EVERYTHING worth seeing is in the towns and Mission zones.

2) The Insta-Porting system that makes it completely worthless to actually travel somewhere in the world once you've been run through. why run when you can just click a button and be there?

this combination makes the game feel more like a Dungeon Crawler game(like Diablo) with Graphical Lobbys(aka Towns and Cities) as opposed to a coherent virtual world. and regardless of what they add into the world, as long as there is no reason to explore(because you can just port everywhere), nobody will explore.

The solution to this is to add meaningful content into the Wilderness of our world here. Towns and Cities that ARE NOT on the Map(like the Ascalon Settlement in Kryta), Dungeons. Quests that you find out in the wild, and not in a town. Lore(and quests that give Lore) about the world, and about the Monsters/enemies in it. Landmarks that you have to FIND in order to see, not listed on the map. things like that.

and the second part is to somewhat limit the insta-teleporting. this is the part that nobody will agree with, because the insta-teleporting is just the most convienient thing in the world, and I think the entire playerbase rebel if they even thought if changing it. but I think it is necessary if you want the game to be a cohesive WORLD and not a Dungeon Crawl with Graphical Lobbies. I'd say limit it to Capital Cities (i.e. Lion's Arch, Amnoon Oasis, etc.) and Mission Zones. that would give people a real reason to go out into the world and explore it, and see all the content that is in the game.

this would help make the game a bit more open-ended and a bit less linear, unless you just go from mission-to-mission, which you still could.
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Old Aug 14, 2005, 02:35 AM // 02:35   #51
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good points their....i agree with most of them except for Pets and 1 on 1

regarding Pets only one class has it currently no point devoting the development team and effort into them besides most rangers dont even carry pets

1 on 1 is their really point? all builds can counter a different build so in 1 on 1 its not about skills its about what build you use compare to your rival

I would like to see intra Guild matches are more worth while addition than 1 on 1
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Old Aug 14, 2005, 03:14 AM // 03:14   #52
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Quote:
Originally Posted by Ensign
...This dottering around with empty promises while all the competitive players leave for PvP games that you actually can pick up and play is not going to make a successful title.

Peace,
-CxE
If you find it let me know cause in the MMO world it doesn't exist.
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Old Aug 14, 2005, 03:35 AM // 03:35   #53
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I have to agree on the part about having an actual war. I mean, when you got 8 people on a team, everyone goes directly for the monk. Have 20 people on a team, and maybe that would cut back on the issue of picking players off, 1 by 1.
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Old Aug 14, 2005, 03:47 AM // 03:47   #54
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Quote:
Originally Posted by Arturo02
If you find it let me know cause in the MMO world it doesn't exist.
quoted for truth.

Guild Wars is the most easily accessible MMO there is, when it comes to PvP. trust me on this. if you can't handle having to unlock skills to use in PvP...if that is too much of a "grind" for you, my advice is to not even LOOK at any other MMOs that have PvP in them. seriously. the grind is 10x worse in every other MMO game with PvP(shudders at ToA Artifact camping......ugh).

the only other option for MMOs would likely be Planetside, but that game is dying and is barely being maintenanced.

Last edited by JMadisonIV; Aug 14, 2005 at 03:51 AM // 03:51..
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Old Aug 14, 2005, 04:08 AM // 04:08   #55
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Quote:
10) ***Extremely limited travel: ***
Agreed. I don't mind the linear paths from point A to point B, but damn...there needs to be more areas. I want to explore the middle mountains of Shiverpeaks damnit.

[quote]
***In-game trading:***
[/quoted]

Agreed. I would like something that allows me to setup my own shop with my own prices, descriptions, and pet animal that will be carting. When people click on my cart, they get my typed-introduction, identical to the NPC merchants. That way, we don't need to spam the trade channel and we are more control of what we sale.

Quote:
***Armor and weapon designs.***
Disagree here. The armor and weapon designs are not that varied because in PvP, people want to know who is who by visual stance.

Quote:
***1 Million skills, but you can use… 8!***
It's fine and it's a good number.

Quote:
***Monsters… the 80th incarnation of the same version!***
While in the fantasy world, this would be real nice, this has been a common problem with every RPG on earth.

Quote:
***Instances. What a waste!!!***
I love instances because I don't have to deal with idiotic gamers who ninja loot and kill steal. You call that social interaction? RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO that.

Quote:
***Pets… SUCK.***
The problem isn't the pets, but the people using them. I've made some pet builds that made a lot of people fear George Bush the bear.

Quote:
***Where the hell is 1 vs 1???***
Would be nice if it was 1 on 1, but I doubt it would happen since the game is focused on people working together and each character supporting one another.

Quote:
***PvP content… where is it?***
I don't like the idea of walking into a mission and getting a chance to lose because some morons gank you.

What I do like is PvP specific missions instead of arenas...like raiding a castle.

That would be freaking sweet.

Quote:
***Guild Wars…What wars?!?***
RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO that, I want to see countries facing each other in 3 teams of 8 people.

That would be sweeeet.
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Old Aug 14, 2005, 04:09 AM // 04:09   #56
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Completely untrue.

You can get a PvP capable level in Shadowbane with very little effort at all in about 2 days (which is 70, the max being 75, but anything over 70 is almost a waste of time except for specific templates). You can macro monster spawns extremely easy in SB, meaning you can have someone (or yourself) set up the macro, and you can go to sleep and wake up with a ton of levels, AND DO ABSOLUTELY NO INGAME WORK. The skills are unlocked by level, and to max the skills out you have to go to a trainer which practically any city on the map has, and buy the upgrades until you are maxed. The economy is a flat out joke so money is not a problem. Items are also not a problem because you can just have your guild roll the best ones for you.

Also, the PvP in SB blows this game out of the water. It also has several years of balancing issues under its belt. The only problem 'was' the lack of a player base, but that is being solved by the up and coming lore server. The only true problem with SB is overcoming the zerg fest, which in my eyes was fun anyways considering I have been involved in battles with over 500 people playing. Try organizing that over several vent servers before talking about how coordinated 8 people are in this game.

So, before making outstanding comments on other games, while comparing them to this game, make sure you know what you are talking about first.
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Old Aug 14, 2005, 04:34 AM // 04:34   #57
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man Kaylee Ann has been laying down some wtfpwnage lately
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Old Aug 14, 2005, 04:35 AM // 04:35   #58
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Quote:
Originally Posted by FengShuiBundi
1. Lack of "fun"
No offense, but if you don't think GW is fun... don't play it. And if you don't play it, don;t come here and spew negatives about it. There's a LOT of good stuff about GW that makes it better than games like WoW... sure it may not have the depth of a WoW-type MMO, but it's better than WoW in a lot of ways.

Also:

Honestly, I don't give two hoots about what the Beta was like; it may have been "teh pwnz0r", but that's not what we have now. What we have is what was released, and that's all that matters. I am getting sick of all these self-proclaimed beta testers bitching about what isn't in the game that they had back then. Ya wanna know something? I'd be willing to bet that A-net took it out for a good reason. Do they have to tell you why? No, because THEY own the game and it's content, not you. So sit down and play what we were given, and stop complaining, at least to us, about what was there, because I doubt most of us care any more.

*sorry if that was a bit harsh, but that's something that has been annoying me for several weeks now*
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Old Aug 14, 2005, 05:00 AM // 05:00   #59
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Quote:
Originally Posted by Blackace
man Kaylee Ann has been laying down some wtfpwnage lately
<3

It is hard keeping up with you guys though considering you have 4x the experience (atleast time lenght wise) then the majority of the people in this game. Ensign is like a damn dictionary when it comes to GW haha...
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Old Aug 14, 2005, 05:05 AM // 05:05   #60
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7. Everquest has million skills yet you can use 8 so does other GREAT RPGs.

6. Diablo2 BEST SELLER 5 MILLION SOLD, has monster reincarnation 80th time also, yet they are still MOST SOLD OUT game.
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