Feb 14, 2008, 05:13 PM // 17:13
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#1
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Banned
Join Date: Feb 2006
Guild: Kings Army of Surmia [KAOS]
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Guild Wars 2 - SCALING instances & Why PVE in GW1 is boring/tedious
henchmen + heroes are computer controlled allies and they are very predictable in their behavior...even if the Artificial intelligence was improved they'd still be like this...
I find PVE Boring because when I play with 7 other computer allies I don't at all feel I'm doing anything majority of the time other than selecting a target for them to attack and watching a crapload of fireworks go off when they get to that target and this is the same thing for each target I send towards them...I might have to attack a bit slower sometimes if the spawns are thick but its almost predictably as boring
With REAL PEOPLE in PVE missions/quests which is becoming very rare these days its more spontaneous and random so not knowing makes things more fun and interesting
And its lonely as well playing with 7 other computer allies
but yeah i don't feel i'm even playing the game when i play with 7 other computer allies...like i said its select target they run in...fireworks go off....target dead and move on...I can maybe get a heal in if i play healer or get a few attacks in as a warrior but overall its like why bother???
* I HOPE I HOPE I HOPE Guild Wars 2 has some form of SCALING the # of monsters of an instance depending on how many people ENTER ...which would mean actual solo play like Pre-searing and early areas of Factions which I MISS because the tempo of the game changes when you're alone and YOU ALONE are killing the targets and running back to heal etc...it feels more rewarding and it feels like i'm actually playing.
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Feb 14, 2008, 05:16 PM // 17:16
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#2
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Forge Runner
Join Date: Dec 2005
Location: America. How about you, commie?
Guild: Fellows of Mythgar [FOM]
Profession: R/Mo
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Dynamic scaling of instanced areas would be interesting, though wouldn't that also mean if you had a quest/objective in an instanced area, you could go in there without a party thereby making it easier due to a lack of monsters?
Unless ANet balances it out REALLY well so the difficulty is still the same.
I still have mixed feelings about GW2's persistent worlds. On one hand, we can meet new people and things are more spontaneous, on the other hand, how will they pull of quests that dramatically change the enemies in explorable areas, and we still need to know how camping for quest foes/farming will work out.
I'm hoping GW2 will basically instance dungeons and missions.
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Feb 14, 2008, 05:21 PM // 17:21
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#3
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Banned
Join Date: Feb 2006
Guild: Kings Army of Surmia [KAOS]
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Quote:
Originally Posted by Eldin
Dynamic scaling of instanced areas would be interesting, though wouldn't that also mean if you had a quest/objective in an instanced area, you could go in there without a party thereby making it easier due to a lack of monsters?
Unless ANet balances it out REALLY well so the difficulty is still the same.
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Thats true...maybe for those quests they would be REQUIRED to have group so you would then need to bring in the henchmen or other real people with you
Have you played world of warcraft?
The ability solo hunt is there all the time but the bigger quest rewards require a group of 4-5 people sometimes and the really big quests/missions/raids require the full i don't know how many but a lot...
I think thats a great setup...people can chose the way they want to play
right now i don't think playing with bots can be considered playing alone...and playing with those 7 other computer allies is so annoying and boring...I haven't even bothered to finish EOTN or Nightfall
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Feb 14, 2008, 05:22 PM // 17:22
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#4
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Ascalonian Squire
Join Date: Sep 2006
Guild: Elysium of Angels
Profession: E/
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This kinda reminded me of Diablo 2. If more ppl entered the world the monsters became stronger. I just hope they won't ad heroes and henchmen in gw2..
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Feb 14, 2008, 05:26 PM // 17:26
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#5
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Krytan Explorer
Join Date: Aug 2007
Location: The Dragon's Lair
Guild: La Legion Del Dragon
Profession: E/
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Why Not? Heroes are a good additon to the game. Hell, I still remember how hard was to get into a pug at the beguining. And when you cant find anyone to do old quest. Heroe's are the way to go.
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Feb 14, 2008, 05:37 PM // 17:37
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#6
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Forge Runner
Join Date: Dec 2006
Profession: D/
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Quote:
Originally Posted by Solange
With REAL PEOPLE in PVE missions/quests which is becoming very rare these days its more spontaneous and random so not knowing makes things more fun and interesting
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No, with real people it just becomes frustrating. We need scaling in the form of difficulty, not quantity of monsters.
That's right, make PvE hard. I don't want GW2 watered down like this game has been so that every scrub and his grandmother can complete the game by hitting C + space.
Quote:
Originally Posted by Mysticzarak
This kinda reminded me of Diablo 2. If more ppl entered the world the monsters became stronger. I just hope they won't ad heroes and henchmen in gw2..
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Yes, this is the way scaling should work. But even then, Diablo 2 was ridiculously easy. You could solo everything without breaking a sweat. Just.. lol @ baal. Hardcore mode was a great addition which i'd love GW2 to include. But again, the only threat to you dieing was other people PK'ing, not monsters
Last edited by ~ Dan ~; Feb 14, 2008 at 05:41 PM // 17:41..
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Feb 14, 2008, 05:57 PM // 17:57
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#7
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Frost Gate Guardian
Join Date: Oct 2005
Location: The Crystal Desert
Guild: Guild of Dangerous Surprise[GODS]
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What kind of impact would that have on farming you think?
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Feb 14, 2008, 06:09 PM // 18:09
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#8
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of Brackenwood
Join Date: Oct 2005
Location: Ontario, Canada
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Quote:
Originally Posted by Siirius Black
Why Not? Heroes are a good additon to the game. Hell, I still remember how hard was to get into a pug at the beguining. And when you cant find anyone to do old quest. Heroe's are the way to go.
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Yes, but if the environment scales, you can do it by yourself without heroes.
Solange, I support your idea completely. In fact, they kind of have to do something like this. Heroes and henchies are rubbish. If they work, they're so effective that you hardly need to do anything. If they don't work, it's because of frustrating AI or their inability to a simple thing that any sentient being would do. Either way, it's not that enjoyable.
I used to play a lot of single-player RPGs. I don't anymore simply because there are... none. Every RPG that comes out these days is a Japanese RPG or it's an MMO (ANet can call this a CORPG but it's the same thing). But playing alone could actually be quite intense. If things turned bad, you had the pressure was on. You were completely alone and had to be self-reliant.
But there's a lot to say about being in a group with other people as well. When everyone does their job well it feels great that everything worked in concert and you were a valueble contribution to it.
For the record, WoW didn't start this. To my knowledge the only thing new WoW brought to the MMO table is the auction house. Even that I'm not so sure. WoW is just popular because it does relatively well what other MMOs do. The ability to solo hunt is in every MMO except this one (monk farmers aside).
Quote:
Originally Posted by dan-the-noob
Yes, this is the way scaling should work. But even then, Diablo 2 was ridiculously easy.
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Diablo 2 was fairly easy for much of it (and depending on whether or not you used the standard builds or if you went with something more unique), but I remember those random bosses with multi-attack lightning enchanted. You hit them and they send out a wave of sparks. If any single one of those sparks hit you, you die instantly. That was recklessly difficult. So I would say scaling how strong the monsters are also needs some care when making it. Keep in mind there are some ele bosses in Factions capable of one-hit kills on people with no DP.
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Feb 14, 2008, 06:15 PM // 18:15
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#9
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Banned
Join Date: Feb 2006
Guild: Kings Army of Surmia [KAOS]
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Quote:
Originally Posted by Khasar
What kind of impact would that have on farming you think?
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might allow everyone to farm not just the people with 55 builds or specially designed farming builds
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Feb 14, 2008, 07:06 PM // 19:06
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#10
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Wilds Pathfinder
Join Date: Dec 2006
Guild: Hate The [Cape]
Profession: E/
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Plz no, i wanna see some realistic.
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Feb 14, 2008, 07:19 PM // 19:19
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#11
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Forge Runner
Join Date: Nov 2006
Location: Arizona, USA
Guild: [OOP] Order of the Phoenix I
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I'd have to agree with this.
It would be hard to implement, but it would be fun to have scaled areas that would make it so you could solo like you can in Shing Jea or Pre-Searing. Those are the areas that I enjoy playing in the most.
I like the feeling you get of being able to handle things by yourself. Right now, the only way to get that is to use a specific build that's only made for farming and not much else.
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Feb 14, 2008, 07:31 PM // 19:31
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#12
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Wilds Pathfinder
Join Date: Jan 2006
Location: Las Vegas
Guild: Beautiful Peoples Club [LIPO]
Profession: Mo/Me
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They have already mentioned some of the features they are trying to get into GW2. It's already sounding as though it's geared toward solo play more so then now (meaning playing alone without the ai). Although i don't know how or if they will have similar henchman, they have already mentioned a companion system and a balance (buff?) for players that want to go out without said companion. The companion will also not take up a party slot, share loot or drops, from what i understand.
As far as dynamic scaling, i think it's really long overdue that games implement random mobs, pathing, skill fluctuations and environmental effects as an integral part of the play experience. The biggest problem with it is hardware/bandwidth limits, which may be less of an issue with multi-core processing power and higher bandwidth being cheaper these days.
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Feb 14, 2008, 08:20 PM // 20:20
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#13
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Underworld Spelunker
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: E/
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There will be a slight scaling whe yu don't bring a companion, but there will be only one companion.
I bet there will be areas fit for soloing and other that you can only make in parties.
That's the best, just like now.
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Feb 14, 2008, 09:28 PM // 21:28
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#14
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Krytan Explorer
Join Date: Sep 2006
Guild: Rise From the Ashes [phnx]
Profession: W/
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I think a lot of people get bored bringing henchmen around all the time. Heck, I know it bothers me. But there are some problems with scaling. I mean one, it makes many parts of the game soloable, which seems like it makes the problem worse rather than better. And second, if ANet can't handle skill balance, what makes you think they can handle scaling balance?
I kid, I kid.
Mostly.
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Feb 14, 2008, 11:02 PM // 23:02
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#15
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Wilds Pathfinder
Join Date: Jun 2005
Location: Georgia, US
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Quote:
Plz no, i wanna see some realistic.
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Balance + Fun > Realism. Plus, this is a video game, realism doesn't exist.
Should do what D2 did and just scale the difficulty.
Can't really talk about this without knowing about how character levels and items work in GW2. If it is more geared toward high char lvl cap and elite item system (aka D2, WOW, ect.) then I can see how solo play would be a lot better (experience actually matters!). If it's still like GW with char lvl not meaning crap after max and just showing the numbers (speculation) and mediocre, non-gamebreaking items/weapons, then there is really no point, since then it would mean Anet is bringing back the whole mystical "skill>time" system that died somewhere after 1 yr of GW and your characters shouldn't be able to take on anything by yourself (yes yes, it's very counterintuitive).
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Feb 15, 2008, 12:48 AM // 00:48
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#16
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Grotto Attendant
Join Date: May 2005
Location: At an Insit.. Intis... a house.
Guild: Live Forever Or Die Trying [GLHF]
Profession: W/Me
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/unsigned. I hate scaling. I have never seen it done well in any game, and most of the time it's done truly god-awfully, like in Bards Tale or Oblivion.
And I do like my games to be tethered to reality, thankyouverymuch.
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Feb 15, 2008, 03:38 AM // 03:38
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#17
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Grotto Attendant
Join Date: Aug 2007
Location: Canada
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Quote:
Originally Posted by Mysticzarak
This kinda reminded me of Diablo 2. If more ppl entered the world the monsters became stronger. I just hope they won't ad heroes and henchmen in gw2..
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They'd kill off a large percentage of sales if that happened.
We don't want to play with you, ok?
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Feb 15, 2008, 04:51 AM // 04:51
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#18
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Banned
Join Date: Feb 2006
Guild: Kings Army of Surmia [KAOS]
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Quote:
Originally Posted by Zahr Dalsk
They'd kill off a large percentage of sales if that happened.
We don't want to play with you, ok?
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have heroes + henchmen if you want
but if you want to play alone and actually PLAY the game and not have henchmen/heroes taking kills away this instancing scaling on monsters would give that option
I want that pre-searing/early prophecies solo and shing jea feeling...i could play and explore on my own as the game progresses you are forced to play with people
Missions + Quests would require more people lets say
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Feb 15, 2008, 01:18 PM // 13:18
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#19
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Wilds Pathfinder
Join Date: Dec 2006
Guild: Hate The [Cape]
Profession: E/
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Quote:
Originally Posted by AuraofMana
Balance + Fun > Realism. Plus, this is a video game, realism doesn't exist.
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Its lame when you can just move the slider and choose the difficulty. Just add full hero teams to gw2. And add easy areas, harder areas, hard areas, very hard areas etc..
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Feb 15, 2008, 01:54 PM // 13:54
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#20
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I like yumy food!
Join Date: Jan 2006
Location: Where I can eat yumy food
Guild: Dead Alley [dR]
Profession: Mo/R
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Quote:
Originally Posted by dan-the-noob
That's right, make PvE hard. I don't want GW2 watered down like this game has been so that every scrub and his grandmother can complete the game by hitting C + space.
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In hard mode, you forget the fact they have to press the Ursan button and then c + space + 1 + 2 + 1 + 3 + 1 + 1 + 2 + 1 + 3 + 1 + 1 + 2 + 1 + 3 + 1.
Diablo 2 style scaling would be interesting, but GW shouldn't be the type of game you can beat solo like D2...
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