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rukiaMember Since 17 Jun 2010
Offline Last Active Dec 04 2013 10:54 AM
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- Age 24 years old
- Birthday August 30, 1989
GW1 and making GW2 a far less shitty game,
Elder Scrolls series, including the MMO coming up.
Posted Featherman on 03 December 2013 - 02:14 PM
That said, Dragons won't save the game if the writing for them is just as sloppy as with Scarlet and Zhaitan.
Posted El Duderino on 21 October 2013 - 08:19 PM
GvG was about killing the Guild Lord. That's it. That is all you had to do to win. Except, there were a lot of ways to do it and conquest mode isn't really anything like GvG either as mostly conquest mode doesn't necessarily need to even involve combat. GvG definitely needed to involve combat. It has much more tactical and strategic moves that could be made.
Here's a good video with commentary:
Posted AuldWolf on 12 November 2013 - 06:25 AM
ArenaNet has ruined my trust completely in MMOs. I want different things, now. In fact, what I want now is co-op games, where I can just take a group of friends and acquaintances into something and we can make our own thing out of it. That's what I want. Similar to how the original Guild Wars worked, in honesty.
Plus, if you're making a co-op experience, you don't have to have too many cooks spoiling the broth, nor do you have to sacrifice your vision in order to create it. If you look at Torchlight II and Fable III, those developers clearly had something in mind for their aesthetic, and they didn't back down from it. But if you look at Guild Wars 2, there are sacrifices made all over the place. I'll give you one of my biggest immersion breakers: The charr are a highly advanced race, a race that has cars. Yes, they have access to asura gates, but the game loves telling me over and over that the charr don't trust the asura. So where are their roads? Where is their infrastructure?
they couldn't lay out an infrastructure because the average fantasy game player isn't equipped to deal with that. The very sight of a road would result in a ragequit, since they have this set idea of what fantasy is -- it's medieval England, with castles, and a few spells laid on top, and loads of weird restrictions resulting in irritating anachronisms that spit in the face of world building. Fantasy fans really aren't good at world building -- I find that *punk writers (atompunk, dieselpunk, and so on), modern setting writers, and sci-fi writers are so much better at it because they don't have to try to force silly restrictions upon themselves.
But with Guild Wars 2, they had to keep the tech stuff to the Black Citadel, lest it offend the delicate sensibilities of fantasy fans. Thus, no roads. I tweaked at the lack of roads, because it just made no sense from a story or world point, but as I continued through the game I saw what was happening. They sacrificed the world to appeal to the biggest audience, they smacked down their more interesting ideas in favour of fantasy homogeny. They probably felt they had to do that to turn a profit. The attitude of their marketing people was most likely: Make it the most boring world ever, because fantasy fans are like accountants, they're scared by imagination. They just want the same old trash over and over.
So Guild Wars 2 clearly reneged on every single conviction they had. Not just in the gameplay, not just in the lore, not just in their promises for non-exploitative monetisation, not just in their desire to uphold the rule of fun, but even in their world. Their world had to be toned down to meet the demands of a person who's more boring than I am.
And the Black Citadel was thrown in there as kind of an... I don't know? A back-handed effort to try to tempt me in. They promised me all this clockpunk tech and cool stuff, but the moment you leave the charr area it almost all magically disappears. And there are no roads. Roads are the most basic part of infrastructure! That killed my ability to believe in this world as a real thing, it was just a poorly worked together patchwork quilt.
How should the charr transport parts to repair stuff? My answer would be a heavily armoured train, with mounted guns. That'd suit the charr perfectly. ArenaNet's chosen response? A horse and cart.
I just facepalm at that.
I'm sick of it. I'm sick of seeing creative ideas being vomited on because they're simply too interesting for the average person. Now, the charr would have been fantastic in a co-op game because my friends and I are imaginative people. We would have loved clockpunk, technological beasts. I'd buy a co-op game about that, and so would they.
What ArenaNet has shown me beyond the shadow of a doubt is that anything that goes too far from WoW clone or too far from boring fantasy will be segregated off into its own little ghetto where it can be forgotten about by the vast majority of the people playing the game. I feel like a second-hand citizen--no, a subspecies, just because I'm not boring.
So the next time I see an MMO promising an interesting setting, I'm just not buying it, since I know it's just going to be the same old homogenised nonsense. ArenaNet taught me that, and I thank them for the lesson. From now on, I'm going to stick to co-op games. And the furthest I'll be willing to go is the Guild Wars 1 style of online game, since I don't have to see imagination sacrificed to appease small-minded people who just want to play as humans in dull medieval settings.
Posted nerfandderf on 22 October 2013 - 11:59 PM
Dynamic events aren't new, the story is sub-par, the core mechanics are present but quite under-developed, it was rushed towards release and now it seems they're throwing pea-shoots at us with every small content that is released - as if this is supposed to be taking the story somewhere (and keeping us distracted) while they work on pre-advanced projects to be released. It sounds like a vicious cycle to me, one I wonder how will they get out of it... One of the worst promises they probably made was of keeping releasing content each 2 weeks. Its not enough to release quality content, as we all saw in the past, save an exception or two once in a while. Hype alone could have not done it, could it?
To be honest, any game made with the mentality of becoming the next "WoW-Killer" will be a failure even before it starts. Companies developing MMOS need to understand that WoW is an different species, it cannot be matched or passed, it can only die on its own. It drew inspiration from Ultima Online and EverQuest and the timing could have not been more spot on, with better technology, the Warcraft series to back it up with fans and lore and little competition in the market, the road was set for the "new king". But that was it and it will never be matched again.
But this is beyond the point of this thread.
Just like barely anyone from the original team in GW1 is still working on ANET, we saw what happened to GW2 with the new team and now even more people were hired to facilitate the "evolution and making" of it. The way I see it, new people had a breath of fresh air to any company but it also opens the door to a change of mentalities, deviating further away from what was established by the originals.
two fold actually - NCsoft for one - they sold out to a publishing company.
Second the main drivers and beliefs and soul of the company left. Their 2 founding directors left leaving Mike O to drive the ship.
If you go by the glass door and rumor - management is horrid there, petty infighting and totally compartmentalized. each one having a separate vision of what they want to do. Without the founders giving direction and nothing from Mike O things quickly fell out of hand. Most of the previous ones left because anets salaries arent in line with other companies so they find pay better elsewhere.
New devs dont share the same passion or care about holding the line - but they do see the profit share and so do the managers even tho it means nothing. Kinda think of it when Bioware sold out to EA and the minute the contract was up they left the company. If you want to hear a story check out EA Louse and I heard same things at Anet.
So without a stern hand to guide and a true vision to follow and along with fresh faces and a publisher saying show me the revenue things go out the window fast. No vets there to say hold on wait a second this wont fly we need to do this.........
(The experienced people are the first to go since they are the most expensive to keep around and they are poached as well.)
You can see that they arent the same. I believe that had they held the line they would have been far better off especially PR Wise not to mention monetarily wise as well.
I mean every place except reddit anet doesnt have a good name, and if they had an enthusiastic base they money and word of mouth would have been much much better over the long run. Still to this day you see it in the patches the compartmentalization of the workload and the focus in game.
Posted raspberry jam on 22 October 2013 - 04:24 PM
Posted Elcee on 22 October 2013 - 03:53 PM
Yeah, GW1's build system took a while to learn and some people didn't like it. My friends used to ask me for builds for them or their heroes but it's not like I learned it all overnight or by myself. It had an amazing amount of depth and had stuff on a level GW2 will never have.
Most people assume straight away that the devs are just "ignorant" or stubborn about the situation at hand, but nowadays, moves like these aren't done with some sort of planning behind all of it. With that being said, I'm almost certain that the game will only get better with time. If it doesn't... well, something is definitely going to change.
The problem is this isn't Anet's first rodeo. They had years of experience from working on GW and spent 5 years developing the game. If they want to pull that kind of maneuver, fine, but don't expect people not to be upset and call you on it. A lot of the "soltuions" seemed like grasping at straws. For example, ascended gear seemed to create more headaches than before.
I felt like the game had been released unfinished and FAR too early. I don't just mean the avalanche of problems that plagued the early release either. (Why are there still constant "Polish" updates a 6 months to a year after release???).
Then came Halloween with some stuff that was fun but other stuff being poorly tested(the drop tables in the maze was hilariously broken giving multiple Exotics per chest, the Clock Tower had a bad case of Ass Vision if you were a smaller character and felt like it belonged on a console game), but the Mad King made up for it.
Then came the abomination of a Karka event because apparently no one thought hundreds of mobs and hundreds of players jammed into one place might not end well. That told me that Anet hadn't learned a damn thing because they were still pushing untested, buggy content and I chose to take my time and money elsewhere. Fool me once, shame on you, fool me twice, shame on me, fool me three times, slap my Yak.
People can(and often did) say "it's free content!" but A)Basically every MMO, hell a lot of games PERIOD do that nowadays unlike in GW1's era and B)That doesn't in any way shape or form immunize it from criticism if it, you know, doesn't work. Remember the early fractals? People LFGing for individual fractcal levels? They fixed that issue later, but it was SO OBVIOUS ahead of time that I can't believe they didn't foresee it in testing.
Posted Cube on 21 October 2013 - 10:53 PM
I understand, but without the depth of Guild Wars I can't help but see GvG/HA being really shallow death matches? I guess there's tons of things they could do, but personally I just have trouble seeing how HA or GvG could work in a game where the combat is so shallow. I don't know, I'm just not convinced. :/ I agree they are awesome fun, but I think they where fun because of how Guild Wars was very unique, everything mattered, positioning, healing, supporting/flagger, controlling, dps, spiking, etc. I don't really see how that's gonna work. But then I don't know much or played much of the PvP in GW2 because I find the combat epicly dull.
Posted ObscureThreat on 13 September 2013 - 01:00 AM
Posted El Duderino on 12 September 2013 - 11:32 PM
Once that part of the Guild Wars games was gone, it did become more like WoW and less original in my opinion.
Posted Baron von Scrufflebutt on 26 July 2013 - 04:34 PM
Dynamic events and hearts are a supplement, not a substitute for quests.
Posted Castaa on 07 August 2013 - 03:36 PM
And you have to run all the way back to the arena if you die if no one is around to revive you.
Posted nerfandderf on 09 July 2013 - 11:23 AM
The heart and soul that went into the promotional material pre launch died at launch and had finished being buried on Nov 15.
It is about milk for the least amount of work now.
Wait for Trafern it isnt even close till you meet the man.
Posted Darkobra on 09 July 2013 - 12:34 AM
Posted Coren on 07 July 2013 - 10:51 AM
I keep feeling like ANet is trying to fix a broken machine that has severe design issues. When my boss asks me to come up with a new concept for our machines, I don't make one draft then stick to it until it fits, I make multiple drafts until one holds water.
Bottom line, trying to empty water from a boat is pointless until you plug the leak.
Posted assyrian dragon on 09 July 2013 - 06:37 AM
anyone who came to GW2 looking for a great game like GW1 was disappointed.