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Baron von Scrufflebutt

Member Since 02 Jun 2012
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In Topic: Game Update Notes - March 16, 2015

17 March 2015 - 08:41 AM

[quote name='Arkham Creed' timestamp='1426568347' post='2353267']
And thus Arena Net's stated goal with Heart of Thorns comes one step closer to fruition; control having more of an impact in all content. Between the stability change, the upcoming change to defiance, the new taunt effect, and the addition of defiance to some player skills control is being set to become a very important part of the game. As it should be.[/quote]

I just hope that people aren't too invested into their builds, because this absolutely has the potential to widen the gap between optimal and sub-optimal.

In Topic: How you guys think the game ended up being?

11 March 2015 - 07:39 PM

I think that the last few years have really shown how much better the game could have been on launch, had it released in 2013 rather than 2012.

In Topic: Mastery System = vertical progression?

11 March 2015 - 12:38 PM

View PostI post stuff, on 08 March 2015 - 09:41 PM, said:

So whats the problem then?
The problem is that the argument you made then applies to linear progression and is completely worthless in a discussion about horizontal and vertical progression.



View PostI post stuff, on 10 March 2015 - 11:16 AM, said:

GW had horizontal progression but variety didn't really mean anything in the end.
Poor balance isn't an inherent property of horizontal progression.

In Topic: Mastery System = vertical progression?

08 March 2015 - 06:19 PM

View PostArkham Creed, on 08 March 2015 - 05:15 PM, said:

1: You claim that your grind for HoT will be meaningless in the next expansion. I ask how this is different from existing games and systems? To use your own D3 example; the grind for level 70 invalidated the grind for level 60. This is typical of every game, and I don’t feel it deserves special mention here due to the benefits the mastery system offers. It’s still not ideal, clearly, but it is objectively better than the established alternatives.
Yes, D3's grind at 60 became meaningless once 70 dropped. That's what happens in vertical progression grinders once they raise the level cap. The keyword being "vertical progression grinders". If the effects of GW2's progression match the effects progression has in vertical progression grinders, then what makes us so sure that GW2's progression will be horizontal?


View PostArkham Creed, on 08 March 2015 - 05:15 PM, said:

2: The inherent grind for masteries. Again this is only conjecture on your part; it is too early to say if this system will be grindy or not. And I hold to my pervious comment on the topic; we have just as much reason to believe it won’t be a grind as we do that it will, and like every system in GW2 is probably “grind optional” for the benefit of players (like yourself?) who fail to understand the concept of simply NOT trying to max out everything needlessly.
Being optional does not negate grind; it just makes said grind optional.
Personally, I am choosing to avoid a lot of the game's grind. But that just means I am avoiding the grind, not that the game lacks grind.
(The reason why I am assuming it's going to be grindy is because A.Net referenced WvW ranks. Those are seriously grindy. We've also brought up the comparison with GW2 titles and, once again, those were grindy.)


View PostArkham Creed, on 08 March 2015 - 05:15 PM, said:

3: The confusing definition of horizontal progression.
http://www.guildwars...n/#entry2348045
RJ provided us with a superb take on horizontal/vertical progression and I agree with it. Masteries just make everything much easier because they contain elements that can easily be translated into +X stats. You grind masteries and all of a sudden you deal more or take less damage: we seem to be basically dealing with a different implementation of levels/gear tiers.

In Topic: Mastery System = vertical progression?

08 March 2015 - 12:05 PM

View PostI post stuff, on 08 March 2015 - 11:44 AM, said:

Because the amount of XP taken never increases.

That's linear progression, rather than horizontal.
For instance, GW1's FoW armour was an example of exponential horizontal progression (the stats aren't better, but it takes much longer to obtain it), while GW2's levels are an example of lineal vertical progression (the stats improve, while the time to reach the next level is approximately the same).