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Rukioish

Member Since 16 Feb 2011
Offline Last Active Apr 23 2013 03:19 PM

Posts I've Made

In Topic: One sentence that defines GW2

19 March 2013 - 11:53 PM

A game that tries too hard to be different, and falls flat, also lots of grind.

In Topic: Taking the R out of RPG

12 March 2013 - 03:40 PM

View PostXPhiler, on 11 March 2013 - 11:08 AM, said:


I dont think it was the only reason at all. Without a trinity there are many advantages. For starters you're not forced into a specific class for example. If I want to play a healing role while playing with my friends in most MMOs that means I need to play a priest. It also means that solo PvE with that class will go super slow cause my damage will be really low.  If I want to change play style now and then I need to level alts of different classes. With no classes I can adopt as the circumstances demand and personally I love that freedom alot.  In my opinion its a lot more enjoyable when in combat you have to decide your course of action exclusively based on your situation rather then based on your situation and on your class. If I am a warrior in a generic MMO I can essentially never run away if I am close to death because as a warrior I cannot crowd control and thus have no way of running away. Why isnt running away a viable strategy for warriors but it is a viable strategy for a support class? In Gw2 I can choose to run away from a fight with my necro but I know I will killed if I dont address the situation while running away. That could mean many things, blinding the mobs, fearing the mobs, dead shroud whatever, it up to me how I react but at least I can react, in most MMOs being out classed damaged wise with a large mob means certain death.

This is something I dont get, why do people have to be forced into wanting to try something new? One either wants to try a new class or doesnt want to try a new class and that desire has no bearing on class limitations, what has bearing on class limitations is wanting to play a certain role (tank/support/DPS). So what you're really saying is people who want to play a different role are forced into playing a different class. If a player wants to try out a new class in Gw2 s/he is free to do so, if s/he wants to try a different role but has no desire to change class s/he can do that and if they want to change roles they're free to do so.

In a trinity based MMO if a player wants to change role s/he has to change class there is 0 choice about it. I just dont get why people find the 0 choice path a much better path then being entirely free to do as they like honestly!

Choice =/= better gameplay.

In large part, developers get carried away with the idea of choice, and end up ruining great things. In this case, they made very shallow classes that have very little differentiation. Part of trinity systems is the feeling of importance and usefulness, the healers, dps, and tanks all know what to do, and feel like they are contributing meaningful things to groups. You can argue all you want that the gw2 system allows the same thing, but that is an illusion players cast upon themselves. Being able to be swapped out with any other level 80 player in pretty much any gear doesn't make me feel like a hero or a part of the group.

By offering this "choice" of "play how you want" they made what could have been a deep and meaningful tactical MMO into a zergfest of the same class with different skins running around doing stuff for no tangible gain.

Some will argue that the game is more tactical than other MMO's, but that is still an illusion gamers cast upon themselves. Real tactics come from players with different strengths and weaknesses coming together and fighting towards a common goal.

With no feeling of community or class differences, gw2 falls way short as a meaningful MMO game with any real goals.

I know it's hard for new gamers to understand, and your logic will dictate that everything I say is wrong, but just remember we come from different generations of gaming.

In Topic: Taking the R out of RPG

12 March 2013 - 03:30 PM

View PostBeyond Freedom, on 11 March 2013 - 09:22 AM, said:

What, exactly, do you need stats for? In WoW the search for better stats is justified by the fact that you have more difficult content that can only be achieved with the better stats, and then when everyone has those stats then the challenging encounters become trivial and boring, so a new level of content or difficulty is introduced, for which you need better stats again, ad infinitum. You're just on a hamster wheel where you have to keep running just to stay where you are. In PvE, anyway - in PvP the WoW gear grind is actually harmful since players are not competing against one another based on their skill.

In GW2 you can accomplish all the content with the fixed endgame stats simply by becoming a better player - learning the encounters and your skills. And this is a reward in itself.

Raiding content: presumably by raiding you mean encounters that require 10 or 25 or 40 players to succeed. But the problem with that is that it raises the bar significantly for casual players who want to experience the content. It also forces you to have serious, dedicated guilds with a huge amount of organization simply to manage and coordinate the groups themselves, and it quickly turns into a full time job. The fact that it had turned into a job was the reason I left WoW in the first place - I want my play time to feel like play time.

What is gaming if not a series of challenges players must overcome. And what are MMO's but ways for many people to strive for those goals. While your arguments for casual gameplay may be compelling and set in common sense, I believe (and hope) that there is still that niche of hardcore gamers who remember when games weren't the cheap thrills they are now.

I understand that the casual gamers of gw2 may never understand, but there is something special about the classic MMORPG's.

In Topic: Taking the R out of RPG

10 March 2013 - 10:08 AM

View PostBryant Again, on 10 March 2013 - 09:51 AM, said:


--Snip Snap--

And funnily enough, we're actually able to see how much a dungeon finder can help the game.

I assume you agree with my general argument, and I would add that dungeon finders, while "lazy" seeming, are really the best way to get casuals in dungeons. Even with the waypoint system, (which is expensive as hell at 80) I would wager most casual players would more than likely prefer a more informal dungeon finder, rather than having to deal with people over main chats.

That being said, I find it ironic that Arenanet "decided" to casual up the way we play dungeons but keep archaic ways of getting to them intact.

In Topic: Taking the R out of RPG

10 March 2013 - 09:00 AM

Ironically the only reason why they took the trinity and "roles" out of the game was to attend a common problem about wait times when it came to raids and dungeons in other MMO's.

Secondly ironically is the fact that dungeons can be viewed as "optional" (I guess everything in gw2 is optional when you think about it.) and the reasoning behind taking out the trinity is kind of baseless.

Where the lack of a trinity really falls flat is in hardcore dungeon groups. (Of course, it's hard to be hardcore about it with such lackluster dungeon and raid options with very little tangible reward)

Someone earlier said that he liked having the ability to get 5 randoms together and go do dungeons, but he never pugs anyway. (paraphrasing)

Of course it's great for the casual player to not have to sit around looking for healers. But for the more "middle" player, someone with friends or a guild, was it ever really hard to find tanks and healers?

I for one say not, from my long wow experience, I can't say the wait for healers and tanks ever really impacted how i felt about the game. In fact, the system made me want to play different classes to try out every role and see what I liked.

Does guild wars 2 gain anything from having no trinity? Other than people feeling superior to other MMO players, and maybe, 15 minutes of wait time, if any, No, it gains nothing.

What does it lose? It loses the chance to make each class truly different, and make people want to try new classes. As it is, every class is a different shade or dps/control/support. It was proven in WoW that homogenizing the classes is the last thing players wanted, and GW2 pretty much took that as far as it goes.

I know most people will disagree, and continue to shove dps/control/support down my throat. (Because only their opinion is right, obviously) But I can tell you that I played almost 3 years of WoW without it getting stale, and had plenty of interenting alts, But after a few months of GW2 the shine and luster began to wear off, and I saw the game for what it truly was.

A game lacking in both competitive play in the form of meaningful gear tiers, (That is stats.) and raiding content, and lacking in interesting "truly" different classes at the core.

I await your responses.

-Riley