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#2200422 How well do you think the GW2 story compares to the GW1 story?

Posted Graka on 09 May 2013 - 09:16 PM

As a disclaimer, played multiple paths of the gw2 storyline, and ridiculous times through gw1 entire campaigns and expansion. I think the biggest missing thing from the gw2 storylines are intensity, and continuity. There are alot of characters we meet in the beginning such as Faren that dont come into the story at all later, I hope there will be more to these characters in a future expansion or living story line, but you get attached to them and suddenly they are gone.

The other is intensity, it did feel like we slowly built up our forces to take on Zhaitan, but I never got a feel of a last ditch effort against him, this was one of my main complaints about the Wrath of the Lich King ending in WoW, that theres all this build up to them being ridiculously powerful, but no payoff at the end where they show exactly how overpowering they are. Like yes he took Claw Island, but after that point it seemed like victory all the way. Personally I would have had Traherne take more of a figure head role, and have us pushing in on Orr, slowly taking out Zhaitan's operations, then coming back to discover Fort Trinity was wiped off the map, utterly destroyed by Zhaitan, only a few shambles of the Pact left together and Traherne killed protecting those he could. We rally whats left on a last attack of the City of Arah, carrying Traherne's heart with us (A seed) a massive fight through Arah to the wellspring of Orr, using Traherne's heart to cut Zhaitan off from the heart of Orr giving us a short window in which he is slightly weakend and attacking him with everything we got while the pact tries to keep his minions at bay. There are probably better ways of doing this, but you get my meaning, something that gives you the feeling of OH HELL ITS ON NOW, or that this is a real battle for Tyria and not a guranteed victory.

I apologise for rambling.

Edit: Terrible, Terrible spelling mistakes.

#2199669 How well do you think the GW2 story compares to the GW1 story?

Posted Darkobra on 08 May 2013 - 03:46 AM

Can you imagine if GW1 tried to pull the crap GW2 did by telling its story? Two people on a screen at a time with a blurred background and talking emotionlessly at each other, with an occassional shoulder shrug. That must have been some Searing! Shame I MISSED IT!

#2102994 Got my account back. Cautionary tale

Posted Elfen Lied on 30 November 2012 - 10:56 PM

You got hacked cause you fail at simple protection of your data, nothing more, nothing less.

#2085990 Forget about Ascended gear, Has Anet been honest about anything?

Posted Veritus7 on 18 November 2012 - 03:21 PM

I'm having fun.

The end.

#2039588 "Entitled gamers."

Posted Illein on 24 October 2012 - 12:31 PM

Meh, I'll bite.

Most people who have serious entitlement issues are presenting their case in a way that makes it incredibly tiresome for others to take them serious. I stopped counting how often I actually had a reply written out, just to delete it again because it would have definitely led to an infraction - but hell, sometimes you wanna falcon-punch people right off their high horses when they come to the board to tell you:

"How *ing stupid Arena Net is.."
How they "Ruined everything!"
or why they got "Tricked!" "Betrayed!" and "Lied!" to.

Then you browse through their threads and in 99 % of the cases, that person just seems to be an utter moron who got banned for a gazillion other things than what he presents you with and so on and so forth.

I know, I know. Being the critical voice is pretty popular on here, measured by the "+1"s those posts usually are showered with, but in a lot of its cases it really doesn't contribute anything to make the game or its community better. I still remember the discussion about how you'll have to slave for a year to finally "unlock" a bag slot or a character slot or any of those rather popular perks that are connected to the cash shop and guess what? It turned out to be incredibly easy to come by those things at the beginning and the prices, if bought with gold, are STILL very accomodating. Guess who came back to those threads to proclaim their hindsight? Not a single one of those breaking hell loose with their entitlement issues. Not - a - single - one. ;)

Just shows that the ones crying the loudest are usually not the ones who decide over a game's commercial success or not, because they'll be gone any way once something or someone doesn't dance to their tune.

I don't see what good it does to have everyone create a good-bye thread because the waypoint costs are just too high to bear. Come on. Seriously? Get the * over yourself and just hit the road in style - nobody wants to hear your bitch ass whining over complete odds and ends.

So yeah, I am thoroughly annoyed by people who are feeling overly entitled. Not because they question everything - but because they bitch about every minute detail, even if they didn't even understand the matter at hand. That's something you notice across all fields of life in current times that I can't eat enough to get me to puke as much over it as I'd want to. ;)

#2039088 Did you learn anything about yourself after playing GW2?

Posted Heart Collector on 24 October 2012 - 05:32 AM

I learned that I hate traditional MMOs even more than I thought, and that I like the way GW2 is (though it obviously needs some improvements, most of which I believe it will keep getting).

Additionally, I have learned that my patience for whiners on these boards has grown rather thin. I enjoy negative posts with proper critique, but most of them are just the same old QQ, sometimes elaborately masked. If you people don't like the game fine, it's understandable, but don't pollute the fansite with rage and whining in every other thread, start an "I hate GW2" forum if it doesn't exist already and shed your collective tears there. I don't go and cry on Battle.net because I don't like WoW.

And I also learned that the majority of traditional MMO players have been so strongly conditioned by games like WoW that they have lost the ability to enjoy MMOs on their own merit and instead want them to all follow the same formula, even though they may think they don't.

#2005309 So what's the next MMO your waiting to be released.............

Posted Robsy128 on 09 October 2012 - 11:44 AM

View PostLordkrall, on 09 October 2012 - 09:19 AM, said:

What is this next you are talking about? :D

Ah well, probably Riders of Rohan (coming in just a few days ^^) or the yet to be announced "Harry Potter" MMO ^^

You sir/madam have good taste :P
But a Harry Potter MMO? There's just not enough landmass for a game like that in the HP world. Unless everyone started out in London somewhere and had battles on the street...

What's the next MMO I'm waiting for? Guild Wars 2: the expansion. Oh, I can't say that? Okay... none.

#2000322 What does Anet's behavior say to you

Posted Chaos on 07 October 2012 - 08:13 PM

View Postrodarin, on 07 October 2012 - 08:09 PM, said:

Who would buy gems at 800 per 10 bux when you can trade 10 dollars worth of gold bought from a third party gold seller for about 2000 gems?
Yes, it's always better to do it in a way you might get scammed/banned. Much cheaper.

#1863573 Whats the point of progressing in this game?

Posted Omedon on 01 September 2012 - 11:00 PM

GW2 is a world to live in, not a mountain to conquer.

#1863554 Whats the point of progressing in this game?

Posted Teste on 01 September 2012 - 10:58 PM

View Postmuniek, on 01 September 2012 - 10:48 PM, said:

What is the point of playing the mmorpg where you dont gain strenght trough progress?

It's the same point as playing any other good game: to have fun.

Other MMOs have taught people that a game does not have to be fun, as players can be deceived into playing a game as long as they see a +1 number going up over time. This "horse chasing a carrot in front of its face" has fooled a lot of players, hence the success of other MMORPGs. However, many other players were not so easily fooled, and were seeking something that would treat its players with respect, as opposed to as mindless easily deceived animals. So there's Guild Wars 2.

If you think a MMORPG is level grind followed by gear grind, Guild Wars 2 is not a game for you. Be happy, though, there are half a dozen other MMOs which are exactly like that.

#1992229 GW2 doesn't feel like a true sequel to Guild Wars

Posted ash0787 on 04 October 2012 - 02:12 PM

I played guild wars since just before Factions, its the best online game ive ever played, been waiting for so long for GW2. Its not a bad game, its far better value for money than most games,  but as I said in the title it doesn't feel like the next part of Guild Wars, the core gameplay is just so different, general design decisions don't seem to fall in line with GW philosophy, a great example of this is the WvWvW system , arguably the main pvp attraction in GW2, its completely unfair, its so based around equipment and number of players, level 1s will have missing skills and no traits,  Anet has usually always done its best to ensure pvp is fair for example having PvP characters, this is clearly not the case here.  

The core of GW was essentially structured content which focused on team organization and interdependence, GW2 has mostly unstructured content with a focus on solo play. I believe the main driving force behind this change is the desire for a more open world, which is fair enough an obvious direction to take GW in, most likely the devs were inspired by games like WoW and Oblivion, also they probably experienced the frustration of waiting for half an hour to assemble a team in GW1 for some content, hence the new system, unfortunately I believe they have 'thrown the baby out with the bath water', exploring areas solo on a Guardian does not compared to the experience of a difficult mission in GW : collecting people with different abilities, shaping your team to a particular paradigm, synergizing your bars to amplify your effectiveness,  then employing strategies such as pulling, tanking, blocking, aoe, intterupting, making decisions how best to complete your objectives, knowing when to split your team or retreat.  What im also finding is to make the game solo-able the enemies capabilities have been reduced, they are less unique,  this in combination with the restrictive skill system often leads to generic repetitive battles, enemies are evenly spaced out so mostly you have 1v1 battles with creatures that stand no chance, in contrast to GW where every fight was effectively planned out by the developers, enemies worked in groups. All of this leads to a lack of thinking in combat, the game effectively becomes simplified.

The other thing that strikes me is the hearts and dynamic events are not quite captivating me at this point,  the DEs were very fun and novel in the beta, but I was noticing the lack of an effect each event was having on the environment, I hoped they would improve, I wanted to see things like the centaurs burning down entire villages that was mentioned in the design manifesto, I never found these things, in actuality the event system seems better in the starting areas,  I walked around areas like Gendarren Fields and saw 2 or 3 events per hour.  The hearts essentially boil down to the same sort of thing every time, kill these creatures ( usually centaurs or sons of svarnir ) or press F on X object or use Y object to do some action e.g. watering plants, scanning for treasure, taming animals. I typically don't even read the text, I have no motivation for completing the heart other then exp.  This brings me onto my next issue,  there is a lack of story in the game.

The story in GW1 was brilliant, not only did you have the missions that were a large component of progressing through the world, you also had primary quests which filled in the details in between,  you also had your optional quests which which really made it feel like you were in a real world, I still remember quests like The Villiany of Galrath and Lost Treasure. Theres also a lack of interesting characters like Cynn, Rurik, Confessor Dorian, Jalis Ironhammer,  Between the personal story and the dungeons, the narrative feels rather disjointed,  instead of making a single good story that everybody can share they have created hundreds of average ones that you won't see 90% of unless you make a ridiculous amount of characters, for that reason they are designed not to be particularly important with regards to the main story. So it seems we only have the first cutscene plus the dungeons for our overarching narrative, in my opinion dungeons should not be used for that purpose.

Theres quite a few other things that are done quite differently from GW, crafting for example,  crafting is a major part of the game, its a good way to make gold, it seems easier to get rare weapons from crafting then it is from playing the game normally, in fact you can only get the best weapons via crafting,  I disagree completely with this situation, it should really be much harder to craft rare weapons then to find them and legendary weapons should be obtained through the hardest dungeons and player skill and strategy, not through a large amount of time spent doing repetitive gathering and clicking buttons to produce items like level 5 tridents that you don't even need. Additionally switching between weapons is quite important in this game, so only being able to obtain one of these weapons is not good ( of course you can actually get all of them but I don't even want to imagine the amount of effort that would take ).  We spend an incredible amount of time getting new items, comparing it to the old ones, switching it, selling the old ones, changing the runes etc  what happened to the GW1 system where you got to max level quickly then barely touched your armor,  if you want to respec to say a healing guardian, you need an entirely new set of armor, you need to pay to redo all your traits, it was just so much easier in GW1. Theres another thing travel costs are a stupid idea,  armor breaking and costing to repair it, they said they wouldn't punish us to dying and then they do,  id rather have death penalty at least that doesn't waste all of my gold every time I try something hard ( WvWvW im looking at you ).

Dungeons are fun and provide more a challenge then most pve content, but I have some concerns, namely the lack of rewards for both story and explorable mode, chests seem to mostly contain blue merchant fodder items, there is no end chest, i mean really ?  I don't really notice special weapons dropping from the mobs which are specific to that area similar to stormbows or chaos axes, also they have decided to limit the amount of times you can repeat a dungeon to prevent people from speed clearing, this is absolutely a silly response to the problem, they needed to raise the rewards for the more difficult paths and design it such that it isn't possible to speed clear it, I agree with them ensuring you can't get the full rewards without completing the dungeon, that was actually sensible, but we do need random drops along the way.  The other issue people may not have noticed is you can't sell the tokens or any of the weapons or anything, so once you have obtained the equipment you desire, you have no reason to continue playing that dungeon, even if you still enjoy it,
it also defeats the point of having gold in the game and a new trading system, there's no real point trying to become rich in this game because you simply can't buy anything nice.

Ive tried to keep this more of a post about how the game is different rather then complaining too much, I just think guild wars just did some things so much better though, they have tried to make a very different game but I don't feel its worked properly and they shouldn't have pretended it was a Guild Wars game if it has very little that is similar. Just call it Age of Onioncraft or something .  Just because something has never been done before doesn't mean that will be good, try making a Marmite flavoured chocolate bar for example. There are of course many many other things that are questionable that I haven't mentioned, such as respawn rates and monsters resetting when you go just further than staff range but I've  covered the most important things here.

This is more of a suggestion but there is another glaring issue with the area exploration concept, everything shows on radar, theres less sense of discovery when something is just there like that,  furthermore the skill points for example, you get the same reward every time, 1 skill point,  their original idea was better,  it consisted of something like ' you travel up a mountain into a really remote location, few people come to these parts, you find an ancient shrine containing a secret scroll of forbidden magic, you learn this trait that increases the power of a certain spell and gives it additional effects '  thats the sort of thing I was expecting, and it would be different for every character, a warrior would not gain entry to that shrine but he may find a monk living nearby that knows how to do some special technique or something,  and possibly have some randomness, so things wouldn't always be in the same place. I know there is technical issues trying to create this sort of experience, but that sort of thing does happen in other games. Also more like variation to the challenges would be good like the monk asks you to solve a riddle or jump over some slippery stones near a waterfall or something. Ok fair enough GW1 never had this sort of thing.

#1989058 Is GW2 dead?

Posted GrandmaFunk on 03 October 2012 - 02:49 PM

View PostMaconi, on 03 October 2012 - 02:34 PM, said:

Having said that, yes GW2 seems to have lost over half its population since launch.


View PostMaconi, on 03 October 2012 - 02:34 PM, said:

The only people still playing are the ones who ...

enjoy playing the game.

#1989041 Is GW2 dead?

Posted Strawberry Nubcake on 03 October 2012 - 02:43 PM

Players are spread across 48 worlds (or servers if you prefer) and the game world is pretty large.  Were you expecting every zone to be as packed as the starter areas were during the first week?  You also have to keep in mind that some people rushed everything and got bored/burnt out after a couple of weeks... they will probably be back in the near future.  Some had unrealistic expectations and bailed when they found out the game couldn't cure cancer or create peace on earth.  There were also bound to be a few that got through the PvE story and then left since dungeons and PvP weren't their cup of tea.  This is perfectly normal and the game is not dying.

Every MMO is supposedly dead or dying according to forums. :rolleyes:

#1958796 The 'How-to-improve-the-Zhaitan-fight' suggestions thread.

Posted Encre on 22 September 2012 - 05:03 PM

What i wish the fight would be like :

- Fight him in the air like the first 3 dragons (skip the first one, just make it 2 dragons at the same time then zaitan so its not redundant)
- Shoot the laser like the asura did (a part i liked in the actual story)
- watch him fall on the ground in an epic cutscene OR instead of blasting him on the pillar, blast the pillar itself so zaitan has to go down on the ground
- Our ship gets damaged bad so we crash too but a little further
- Fight our way to zaitan in the middle of an epic battleground with the tanks / the pact with all the heroes of the story (5 team mates + the heroes and a bunch of soldiers)
- Fight zaitan on the ground like the fights against the dragons we all know so well (jormak and such)
- Get rescued by an another ship

Roll credits, the end.

#1976124 So I've hit lvl 80 and I have some ideas for Minion Master Necro. Need in...

Posted theoxygenthief on 28 September 2012 - 08:45 AM

Some initial thoughts:
-The higher your toughness is relative to your vitality, the more effective your vampiric/life leeching and healing skills and abilities become. (healing 100 hp per tick on 10k hp is a bigger percentage than 100hp on 20k hp). Thus I'm thinking armours & runes that boost toughness, precision, conditional damage & power (in that order). Please can anyone confirm whether healing and leeching is Lvl based or % of HP based?

-I want to prove that a MM build can work AWESOMELY in WvW and PvE. I have no interest in playing Necro in PvP atm. I want minimal or no respeccing when switching from PvE to WvW. So far my MM is PWNing in PvE. I am soloing comfortably in Malchor's Leap and I can solo some of the group events comfortably in Straits of Devastation (but don't even talk to me about the avatars of Lyssa skillpoint -.-), only using gear I've picked up in battle and from the occasional karma merchant with absolutely no optimization so far and unused upgrade slots all over the show. I've only played 2 nights of WvW so far and my kill counter is showing 200+ kills. I was running at a nice profit in WvW even buying quite a few blueprints along the way. 1vs1 I wasn't doing great, and I don't believe 1vs1 is the point of WvW. I was running around with a ranger and warrior from my guild and as a 3 man team we were comfortably routing groups of up to 10 enemy players (yes, they were probably still cwap at WvW, we're on one of the lowest ranked servers). I feel the combination of a wall of bodies and condition & heal spams help small and big groups a LOT in WvW.

-Minion AI is currently SHYYYTTEEE. My flesh golem spends large portions of combat counting it's toes, yet despite that I'm still faring well. Arenanet is sure to fix that AI in a future build so MM will only become more powerful, it's a great investment in the future :-P

-I am getting MORE than enough healing through my skillchain w/o using my heal skill, and thus I'm using the minion skill in my heal slot. That sly monkey is actually VERY resilient and quite handy i found.

-Most people, including myself, know F-ALL about great builds for all the classes for now. All talk of "X-class is TOTALLY overpowered/underpowered!" should be ignored for at least another month.

-Okay I'm tired of typing now, will add in more thoughts as I go along. Hoping to hear some great constructive input

PS. PLEASE don't start the "no, MM is stupid, go wells or DD or whatever instead" thing. Like I said I love MM and I'm out to prove it's awesome, I just want constructive input not dissuasion.