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MathogMember Since 04 Aug 2012
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Posted Graka on 09 May 2013 - 09:16 PM
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.
Posted Darkobra on 08 May 2013 - 03:46 AM
Posted Elfen Lied on 30 November 2012 - 10:56 PM
Posted Veritus7 on 18 November 2012 - 03:21 PM
Posted Illein on 24 October 2012 - 12:31 PM
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.
Posted Heart Collector on 24 October 2012 - 05:32 AM
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.
Posted Robsy128 on 09 October 2012 - 11:44 AM
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
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.
Posted Chaos on 07 October 2012 - 08:13 PM
Posted Omedon on 01 September 2012 - 11:00 PM
Posted Teste on 01 September 2012 - 10:58 PM
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.
Posted ash0787 on 04 October 2012 - 02:12 PM
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.
Posted KeeperOfTacos on 03 October 2012 - 02:45 PM
Posted GrandmaFunk on 03 October 2012 - 02:49 PM
Posted Strawberry Nubcake on 03 October 2012 - 02:43 PM
Every MMO is supposedly dead or dying according to forums.
Posted Encre on 22 September 2012 - 05:03 PM
- 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.