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Member Since 09 Jul 2012
Offline Last Active Today, 02:37 AM

Posts I've Made

In Topic: GW2 has a content, not a feature problem.

26 August 2014 - 11:34 AM

View PostBaron von Scrufflebutt, on 26 August 2014 - 11:14 AM, said:

I think that the previews for FP2 are now really showcasing how feature-rich the game is: the preview has been almost completely underwhelming and it's down to the fact that basically everything we have seen is just a tiny modification to things that the game already offers.

I don't think that this implies that the game is feature-rich.  I could also suggest a lack of imagination on ANet's part for devising features that aren't just modifications on things that the game already offers.  Note, I'm not saying that it is or is not either one -- only that both are possible explanations.  The truth probably lies somewhere in between.

For example, greater variety or flexibility regarding weapons and skills would be a feature welcomed by many players.  Introducing such a feature, however, would probably be at loggerheads with their already-revealed balance changes.  In that case, it might not be a lack of imagination but rather a preference for maintaining balance that prevents us from seeing more weapons and/or skills.  Alternately, their metrics might show that many of the weapons and skills are already underused and they reason that balancing them better could result in a de facto increase in the number of "available" weapons and skills.

In Topic: How do you clean "trash" quickly?

12 August 2014 - 12:06 PM

Don't use all your phantasms for every mob.  That way, you'll still have one or more phantasms available for the next trash mob.

In Topic: The 9th Profession - What should it be?

10 August 2014 - 01:39 PM

View Poststormguard31, on 10 August 2014 - 12:21 PM, said:

You are thinking similar effects. They have that, but are not all that similar. Theme of the profession and setting of the game set them both widely apart, on the total opposite ends of the tech vs spirit spectrum.

There is more to a profession than playing similarly.

I believe that draxynnic is arguing (and I would agree with him) that the playstyle is the essential component of a profession and that the aesthetic is the superficial component.  If I correctly understand your argument, it is that the aesthetic is also an essential component.  Do I understand you correctly?

It is a valid opinion but i disagree with you nonetheless.  I've played a lot of games in my time and I can attest that aesthetics are important but not crucial.  Leaving aside Guild Wars 2 for the moment, consider games like Ico or The Stanley Parable.  These games have stunning aesthetic aspects.  They're like the poetry of games.  Nonetheless, there is little gameplay variety.  It's not poor gameplay necessarily - only that a second playthrough would not offer a different experience from the first.  (I'm aware that The Stanley Parable has multiple endings.  Since you could experience all of them in one day, I'm calling "a playthrough" of The Stanley Parable a tour through all of its endings.)

A MMO, however, must present an experience to the players that encourages replaying the same content more than once - sometimes many times.  The aesthetic aspect is alluring but insubstantial for this purpose.  If I log in daily to fight Tequatl, I will grow bored with the experience much faster if I always do it with the same character.  Because different professions offer different playstyles, however, I can vary the experience by playing through it with a different profession.  In this context, every character could have the same aesthetic but the varying playstyles would still add longevity to the experience.  The converse is not true.  Multiple characters with varying aesthetics but the same playstyle would remain exciting hardly any longer than a single character.

At great risk, I'll tie this argument into another hot topic on the forum.  It is for this very reason that I find the "Zerker Meta" so distressing.  The more players accept and fetishise the notion that there is a single, optimum way to play, the more the game approaches having just one de facto playstyle.  Different characters will approach it in different ways but the prevailing strategy nonetheless becomes "stack up, more DPS."  While the design of the game may be to blame for creating the environment that promotes this monoculture, I think that the players have the capacity to avoid the monoculture in order to cultivate variety and promote the longevity of the game.  (In fairness, more often than not, it seems that we do cultivate variety more than conformity.)

In Topic: The 9th Profession - What should it be?

08 August 2014 - 05:14 PM

View Postmeltor13, on 08 August 2014 - 05:02 PM, said:

I think we need another "caster". Out of the current 8 professions the only TRUE casters are Elementalists and Necromancers.

What constitutes a true caster?

In Topic: The 9th Profession - What should it be?

08 August 2014 - 01:37 PM

View Poststormguard31, on 08 August 2014 - 01:24 PM, said:

And this is a good thing, but it is not entirely the same thing as making a new playstyle from scratch. It is simply rehashing, and re-skinning, other abilities in new ways that fit the theme of a profession.

I think that maybe there's been a misunderstanding then.  We are in agreement on this point.  I think the crux of the supposed disagreement is the converse notion.  Taking one of those existing unique arrangements and applying a new skin (what most of the people in this conversation are calling the "theme") would not constitute creating a new profession.

My intuition is that you're using "theme" more in the literary sense, which is to say, encompassing all of the elements crucial to the subject's identity.  Most of the people in this discussion are using "theme" to describe the superficial elements.