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Jump_N_Move
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#2183555 One sentence that defines GW2
Posted
Pyrea
on 25 March 2013 - 12:38 PM
#2183543 One sentence that defines GW2
Posted
Perm Shadow Form
on 25 March 2013 - 11:52 AM
#2183263 One sentence that defines GW2
Posted
Sparrow
on 24 March 2013 - 01:06 PM
#2183166 One sentence that defines GW2
Posted
deluxe
on 24 March 2013 - 02:05 AM
#2181957 Should more professions be added in the future?
Posted
Fenice_86
on 21 March 2013 - 12:28 PM
they need to add new skills and increase the possibility to focus more on specific roles.
#2181621 Should more professions be added in the future?
Posted
Feathermoore
on 20 March 2013 - 05:11 PM
Hopefully Anet hasn't forgotten ALL they learned from GW1 and doesn't shoot balancing in the foot by adding more classes.
#2180006 Quantifying fun: Checklist vs. Experience
Posted
infisio
on 16 March 2013 - 04:17 PM
Uhhsam, on 16 March 2013 - 04:17 PM, said:
I think it's important to remember that intrinsic vs. extrinsic can be quite subjective. I found world completion very intrinsically rewarding (until I got to the WvW part). I really enjoyed exploring every part of the world and seeing what the developers had created. So the 2 Gifts of exploration I got for completion were intrinsic rewards 'for me.' If I wanted to make a 3rd Legendary and had to do world completion all over again, then it moves into the extrinsic realm.
After watching that video I realize that there is a good portion of both I and E rewards in the game for me, but my I satisfaction outweighs the E.
#2179145 Taking the R out of RPG
Posted
El Duderino
on 14 March 2013 - 01:00 PM
pumpkin pie, on 14 March 2013 - 12:12 PM, said:
You have failed to see that GW2 is design Not to be played like GW1. In GW2 we have many roles.
So, even if I am playing this game the way you think I am (which I'm not) if the game lets me play it that way, how am I playing it wrong? But that is really a discussion for a different thread. By the way, I am a mesmer and I play in WvW and I don't play unlike any other player in the game in that regards. So, if you want to tell me I'm playing wrong, then I guess every mesmer in WvW is playing the game wrong.
If, however, you disgree with why I think this game is porrly designed, then you say it. Saying I'm playing the game wrong is just plain stupid.
So, here is where I show you why you are wrong. You think that having a single heal on my skillbar (we had this in GW1 too FYI) is sufficient healing in this game, then you are wrong. It isn't. And the problem is that without sufficient healing, you have multiple problems, which are facts in this game:
1) Content is stupid easy. If you think any part of this game is hard you are playing it wrong or you suck at MMO's. This is perhaps the easiest MMO ever made. The difference between most mobs and bosses is hitpoints.
2) There is no other game mode except for capture points in PvP. Why? Because there isn't suffiecent healing to have any other game mode because people kill eachother too damn quick
3) There is no strategy to the game. Now, before you talk about dodging and crap like that, those are called tactics, not strategy. The reason there is no strategy is because everyone dies too quickly and the game is too easy to need strategy.
Here is why all of this happens: because no matter what you think - THE ABSOLUTE FACT is that healing in this game is not powerful enough to keep a party alive in the middle of battle for any sufficient length of time.
There is nothing in this game to mitigate damage enough to have interesting combat.
So, if you want to come back and say I'm playing the game wrong - go ahead. You are missing the point completely and being naive about why this game lacks interesting and strategic combat.
If, however, you like playing a game on super easy beginner mode and don't like to be immersed in the world around you and generally don't care about feeling like you've accomplished something relative to its difficulty - then yes, this is the perfect game for you.
So, please, do me a favor and read the thread before you tell me I'm playing the game wrong and actually try to further the thread with intelligent discussion instead of derailing it with boring rhetoric.
#2178657 Taking the R out of RPG
Posted
El Duderino
on 13 March 2013 - 03:11 PM
FoxBat, on 13 March 2013 - 03:08 PM, said:
What you might want to say is that it's hard to have a sustained face to face team battle with the current mechanics, which is quite a different issue. And something as simple as nerfing stomping would get back that stalemate mechanic fairly quickly.
So you think GvG was boring? I know a few people that would vehemently disagree. Although, VoD was yet another bad idea by ArenaNet.
Methinks you never played competitive GvG.
Also, warriors weren't good flag runners.
#2178561 Taking the R out of RPG
Posted
raspberry jam
on 13 March 2013 - 12:50 PM
XPhiler, on 13 March 2013 - 12:05 PM, said:
What people mean is that the trinity is at its foundation a set of roles in the party. Instead, you hold it to be certain capabilities in the classes of the game. That is, though, not true.
A racing game is not a team game and therefore I don't see how it can be a trinity. Team games, though, profit greatly from having roles. And almost always, three roles is the magic number for exciting gameplay. This is because three roles let you bring out not only the bait and the switch, but also the counter.
Let me explain: in your typical MMO trinity, you have the bait, which is the tank. His job is to attract the game's representatives of challenge - the mobs. Having done that, the switch is brought in: the DPS. Damage is applied on the mobs until they are dead. However this makes for boring play, so a third role exists: the counter. The game's representatives will project challenge - damage, that is - on, if things go as they should, the bait. But damage kills you. In a team game, the cohesion of the team is the thing being challenged, so the survival of the bait is up to the counter, which is the healer.
That is the MMO trinity explained, and nowhere in all of that does it say that the bait, switch or counter need to be special classes. They just need to have the capacity to fulfill their role. Of course some games place such capabilities with certain classes, but that is specific to the game. It doesn't have to be like that.
To return to racing games: you could create a team-based racing game with bait, switch and counter, and it'd be the trinity.
#2178611 Has 'Guild Wars 2' Become Too Complicated? | Forbes
Posted
FoxBat
on 13 March 2013 - 02:26 PM
#2177940 What to do with ascended rings?
Posted
MisterB
on 12 March 2013 - 12:06 AM
mdapol, on 11 March 2013 - 11:31 PM, said:
Lamborghinis, Ferraris, and Porsches may all be resold for a significant portion of their original value.
#2178181 Taking the R out of RPG
Posted
Rukioish
on 12 March 2013 - 03:40 PM
XPhiler, on 11 March 2013 - 11:08 AM, said:
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
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.
#2176057 Anyone else slightly disappointed with the story in GW2?
Posted
astromarmot
on 07 March 2013 - 01:11 PM
Bryant Again, on 07 March 2013 - 12:36 PM, said:
I find all of that waaaaaay way way way way way more engrossing than the personal storyline. Even with the choices I felt detached from my character shown in the cutscenes, and it all went real downhill after Claw Island - and ended with Arah's storymode. Ouch.
Some of the most interesting content, IMO, has been casually eavesdropping on the NPC dialogue that's basically just ambiance...
#2175697 Anyone else slightly disappointed with the story in GW2?
Posted
Lunacy Polish
on 06 March 2013 - 07:02 PM
NuclearDonut, on 05 March 2013 - 08:55 PM, said:
Trahearne, Oh Trahearne,
It is you I spurn
And I hope you burn
Upon you I would not pee.
Hey this is fun
Look what I've done
Victory won
In my locality
Choices were made
Decisions grave
Did it my way
This story about me
Then look who's this
With spindly stick wrists
Who almosts lisps
Up alongside me?
First he follows
Through plains and hollows
Then a vision throws
Emphasis off me!
The weird plant chick
moves like a dick
and puts that prick
In charge for eternity.
The rest is a coda
I fetch him his soda
Fresca, not cola
And his bitch I must be.
The Pact sayeth
He can maketh
Me smuggle meth
This is his story.
The plot goes bare
I walk everywhere
He's not even there
For Zhaitan's expiry.
Arenanet, who
wrote a Mary Sue
does laugh at you
and counts money.
There is no arc
or any real spark
Creepy eyes so dark
No hero's journey
What I'm to do?
He can go to
Hell and screw you
That's enough for me.
But all the same
It's but a lame
Part of the game
There's more to see.
You say "Good Act!"
Like it's a fact
and I overreact
but I must be
Contrary and
take up the stand
your head's in sand
Wake up buddy
The little green twat
is a vile rat
Better than that
This stupid poem be!
Trahearne, Oh Trahearne,
It is you I spurn
And I hope you burn
Upon you I would not pee.
As for how to solve the "paradox", it's not hard at all. If the story is about Trahearne doing things to accomplish this end, then just tell that story.
1. Give Trahearne a character arc. They gave Tybalt a great character arc with far less resources invested.
2. Make Trahearne likeable or sympathetic and not a Mary Sue.
3. Make the plot in such a way that the biggest middle finger we can give the dragon is to ensure Trahearne wins.
Use the Hero's Journey where Trahearne is the hero, easiest story in the world, already written for you. Make the PC be the Hans Solo to Trahearne's Skywalker. It wouldn't solve all the problems but it'd be easily done and so much better.
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