May 27, 2005, 07:35 PM // 19:35
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#201
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Academy Page
Join Date: May 2005
Guild: X Universe
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It just seems like the whole concept of unlocking is much more suited to a PvE type of game where there's a definite quest / mission / goal that you are questing towards accomplishing. Along the way you unlock things and earn better and better equipment and give yourself a warm fuzzy feeling that you're getting stronger by the minute
*Rocky music plays in the background*
Unlocking really stems from single player games where unlocking items or material gave the game replayability.
Using it as a barrier to pure competition seems ill conceived.
But you see the rub right? ANet isn't out to get anyone, that would be comical considering the fact that we buy their products. I think they just haven't figured it out yet.
They want to encourage people, in a game that has both PvP and PvE content, for people to experiment and attempt both. They force PvEs to fight in the Arena once, and they force PvP to farm for hours and hours (months?). (perhaps a bit imbalanced )
I think the unlock system was conceived with the best of intentions. 'Get out there and see the world huh kid?'
But that's just not what it is in practice.
A much more suitable substitute would be, on the completion of any quest / mission, in addition to getting loot / exp. to allow the player to pick a specific skill / rune to unlock. Your choice, pick one. Suddenly the amount of time you have to spend grinding, (you're not really farming anymore) is reduced by an order of magnitude. Would more than likely be extremely palatable to PvPs, since if you really want throw dirt for that build you want to try you don't have to do all the missions, just one, so you can take PvE at your own pace and come back to it as needed / desired. (incidentally like PvE's can do with the various arenas while completing the game) Also, ANet gets their desire by forcing you to at least attempt a little of the PvE environment.
How many skills / runes are there? How many missions? The ratio of unlocks per mission could be balanced, that's a trivial detail.
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May 28, 2005, 08:05 AM // 08:05
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#202
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Banned
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It came true
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May 28, 2005, 08:33 AM // 08:33
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#203
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Banned
Join Date: Mar 2005
Guild: K A R M A
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If you can't win a sigil than your guild really doesn't belong on the ladder.
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May 28, 2005, 09:22 AM // 09:22
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#204
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Sig Fairy
Join Date: Feb 2005
Location: Once upon a time..
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With the amount of both personal and guild bashing going on in this thread, I'm tempted to close it. However, since there is still a semblance of discussion, there's still hope..
Please keep all personal attacks off the forums. This includes attacks on specific guilds. Disagreement doesn't necessarily need to drag in his sister, Insult.
__________________
Ensign: It's the Questions and Answers, not Questions and Shit We Just Made Up.
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May 28, 2005, 09:48 AM // 09:48
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#205
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Chasing Dragons
Join Date: May 2005
Location: Lost in La-La Land
Guild: LFGuild
Profession: Mo/Me
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Why does Insult have to be female?
Seriously though, I am just really glad that Anet did do something towards resolving the scarcity of sigils. I know that their current solution isn't perfect. I know that there are still "grind" issues that the hardcore PvP-only folks are still waiting for resolution. Guys, as heated as we get about this stuff, it still is just a game. It should be fun and enjoyable. If it's not, then you need to figure out what's making it "not fun" for you, and let Anet know. Maybe they'll utilize your suggestions, maybe they won't, but don't be silent about it.
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May 29, 2005, 09:09 AM // 09:09
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#207
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Frost Gate Guardian
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They've facilitated the complete eradication of gold as a tradeable commodity, yay.
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May 29, 2005, 10:05 AM // 10:05
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#208
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Academy Page
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Quote:
Originally Posted by Lazarous
They've facilitated the complete eradication of gold as a tradeable commodity, yay.
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rofl that was the first thing I thought too. =)
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