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Old Dec 15, 2009, 12:51 PM   #361
Blut Elb
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Originally Posted by Mordakai View Post
"Simple" games can be incredibly difficult to master. Take "Go" for example.

http://en.wikipedia.org/wiki/Go_(game)

If GW2 can have a "simple" system, that is deep and hard to master, that is perfect.

You want something easy to get into, but that keeps unlocking deeper strategy the more you learn.
The system of Guild Wars 1 ist similar. Many tactical factors ... Hexes, Conditions, Snare, Enches, Weapons, Shutdown ... We need more of this ...

The mistake of the Weapons was, not to involve a debuff for it ... It wasn't balanced ...
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Old Dec 15, 2009, 01:07 PM   #362
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The mistake of the Weapons was, not to involve a debuff for it ... It wasn't balanced ...
Precisely. Seriously, the 'OMG, dumbed down, teh world is ending!' panic is really getting annoying. Original Guild Wars system was (for the most part), everything has a counter, everything counters something. Restore that. Cut out the rest and don't bring it back in the expansions. Simpler game *rules*, more complex *game*.

Fortunately, some of the earlier interviews pretty strongly hinted that that's what they'll be doing.

Oh, and while at it, I also hope they cut out passive energy management. Specifically, Soul Reaping, Expertise, and Leadership in their current incarnation.
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Old Dec 15, 2009, 08:50 PM   #363
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Nah... weapon spells were pretty balanced due to their short duration, generally weak effects, and only having one up at a time. They might be bad for 4v4 arenas where warmonger is ridiculous, but they were never really that OP.

To explain "less complex"

Essentially... instead of having 20 monk skills that all remove conditions http://guildwars.wikia.com/wiki/Cond...uick_reference
there will only be 1-5.

What happens when you have that many skills doing the same thing is, everybody just uses the one or two skills that are the best and ignore the rest of them because they aren't as powerful. Most of those skills in that link NEVER get used because another skill on that list would always be more efficient. People stopped using mend condition and mend ailment when dismiss condition came out.

This is the main reason they said they wanted to start over with GW2. The current skill system was too unwieldy and bloated with repetition.

Last edited by HawkofStorms; Dec 15, 2009 at 08:57 PM.
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Old Dec 15, 2009, 09:02 PM   #364
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Nah... weapon spells were pretty balanced due to their short duration, generally weak effects, and only having one up at a time. They might be bad for 4v4 arenas where warmonger is ridiculous, but they were never really that OP.
Weapon of Warding was a pretty solid offender of broken out the ass because it gave a block-buff that couldn't be removed.

That's not to say that all weapon skills were broken, but the ones that were, were broken because they couldn't be removed.
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Old Dec 21, 2009, 02:23 PM   #365
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looks a lot like GW1 to me. Which I happen to like about it. I hope you're right about it being as good as the original.
wow looks alot like the latest graphics of runescape lol
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Old Dec 21, 2009, 03:17 PM   #366
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I'm assuming your character would have specific attributes based on your history. They want us to have that unique feel to our character's root or ancestry, a good RPG touch into it. Very nice indeed, can't wait for the game. Thank you ANET
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Old Dec 21, 2009, 03:27 PM   #367
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wow looks alot like the latest graphics of runescape lol
Eh?

your comparing a game that has a "high detail" setting that looks like playdough models to GUILDWARS TWO?

Just GW1 on low setting was heads and shoulders about the quality of runescapes highest settings let alone the new updated engines with a medium setting...
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Old Dec 21, 2009, 03:39 PM   #368
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Also, I believe what they said was that you won't see green question marks over people's heads, not that there wouldn't be quests at all.
This.
I believe when saying we won't see green questin marks over people's heads they didn't mean complete disappearance of quests. What they probably meant was that they want to drift from the standard "reach new outpost, get quests, get into the wild, do quests, collect rewards, reach new outpost..." gameplay to a more streamlined gameplay, with periodic events and quests which are specific and to the point, rather than mass of plot-unrelated "save the child/get the artifact/escort a peasant" style quests. Missions are quests too, the difference is that missions are completely instanced, while quests don't have to be.
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Old Dec 21, 2009, 04:04 PM   #369
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I Want to know how GW2 will be different from every other MMORPG that has obsolete graphics, no signs of facial expressions or realism in the animations (that is something like the equivalent of a bad acting performance in the games). All of them are massive but the quality < > quantity is an issue, some say that the reasons are the balance and the computer lags.... I think there is no excuse anymore.

I just found out that Age of Empires III used the Havok Game Dynamics SDK to power its real-time physics too. I never was expecting the SW:TFU physics realism or anything like that, because as many people have already said, that is just not GW... Why do they always have to be like the opposites? action/adventure but with no chance of making a single choice or departing from the main story line and Role playing game with graphics and gameplay that are a poor representation of the original idea of their fantasy world (some trailer cinematics of GW's Prophecies and Factions are excluded from this critic).

http://www.youtube.com/watch?v=sxOJggRM7tM

http://www.youtube.com/watch?v=87kahzFP_E4

They block, push and everything in those trailers... too natural for GW?

The same is happening with other MMOs

http://www.youtube.com/watch?v=DOvbv-LkK6w

http://www.youtube.com/watch?v=hGvzz-CtKv0

Last edited by C410V1370; Dec 21, 2009 at 06:36 PM. Reason: language corrections
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Old Dec 21, 2009, 06:46 PM   #370
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Eh?

your comparing a game that has a "high detail" setting that looks like playdough models to GUILDWARS TWO?

Just GW1 on low setting was heads and shoulders about the quality of runescapes highest settings let alone the new updated engines with a medium setting...
I believe, (or I hope) he was referring to World of Warcraft when he said wow
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Old Dec 22, 2009, 04:13 AM   #371
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I believe, (or I hope) he was referring to World of Warcraft when he said wow
Oh thank god...

In future people need to use WoW instead of just wow, since wow is already a word
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Old Dec 22, 2009, 04:56 AM   #372
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Thanks for the link
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Old Dec 23, 2009, 10:45 PM   #373
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I have to agree with a lot of these points, I think that the GW1 system of PvP is somewhat watered-down in my opinion, because of all of the skills and trying to completely balance a group, you don't get the feel of a personal 4v4 or 8v8 battle. You get the idea of "well,we can conquer a group like this, but we cant conquer a group with these elements." It's then not focused on how you use your skills, and balance them with the rest of the group, its "I hope he has these certain skills, because no matter how good he is, i can beat him." Then you have taken away the feel of a balanced 4v4 or 8v8 group.

It also makes it extremely complex for someone to learn, jumping into PvP. they have to learn the counters of all types groups, and how to "balance" their own group.

I hope they can completely change this sort of feel in GW2, and also, make it completely voluntary, not let people jump you while trying to PvE in an area.

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Old Dec 23, 2009, 11:10 PM   #374
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I have to agree with a lot of these points, I think that the GW1 system of PvP is somewhat watered-down in my opinion, because of all of the skills and trying to completely balance a group, you don't get the feel of a personal 4v4 or 8v8 battle. You get the idea of "well,we can conquer a group like this, but we cant conquer a group with these elements." It's then not focused on how you use your skills, and balance them with the rest of the group, its "I hope he has these certain skills, because no matter how good he is, i can beat him." Then you have taken away the feel of a balanced 4v4 or 8v8 group.

It also makes it extremely complex for someone to learn, jumping into PvP. they have to learn the counters of all types groups, and how to "balance" their own group.

I hope they can completely change this sort of feel in GW2, and also, make it completely voluntary, not let people jump you while trying to PvE in an area.

That's just how it is when others have played hundreds, possibly thousands of PvP matches over a few years. Newcomers need to suck it up and persevere. When more people played (especially when ladder matches were popular), you more often fought against teams of similar experience and skill. It just doesn't happen any more, it sucks, but the game is old.
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Old Dec 24, 2009, 07:43 AM   #375
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Originally Posted by C410V1370 View Post

http://www.youtube.com/watch?v=sxOJggRM7tM

http://www.youtube.com/watch?v=87kahzFP_E4

They block, push and everything in those trailers... too natural for GW?

The same is happening with other MMOs

http://www.youtube.com/watch?v=DOvbv-LkK6w

http://www.youtube.com/watch?v=hGvzz-CtKv0
Funny thing about all those trailers: they are all movies, with no gameplay examples.

Give credit where credit is due: Like it or not, at least the GW2 trailers are showing alpha footage of the actual gameplay, not some made-up crap to sell the game.

I guess it would have been smarter to just make a high-quality movie and not invite any criticism for "lack of facial expression" in an MMO...
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