Jump to content

  • Curse Sites
Help

ayoblame

Member Since 03 Oct 2012
Offline Last Active Jan 21 2013 03:05 AM

Posts I've Made

In Topic: On-demand content?

20 January 2013 - 05:00 PM

View PostProtoss, on 20 January 2013 - 03:41 PM, said:

Even if you argue that we are dealing with a game that is designed to be played in a group, with the option to play solo it (while I'd say it's designed to be played solo, with an emphasis on making group play as accessible as possible) - playing solo in GW2 currently certainly isn't a choice. The game isn't populated enough for solo play to not be the default state.

I can definitely agree that in open world pve there's definitely a lack of players around the zones now-a-days but this is pretty much the same for any MMO I've played several months after the initial wave of players hit level cap. It's shame because with the scaling thing I feel like Anet definitely wanted players to not get locked in Orr doing cursed shore event chaining. I'm actually currently looking for a more active server for pve- I've got a few new players into the game and I'd hate for them to end up getting locked into the idea that pve is solo play because it's dead on my server.

In Topic: On-demand content?

20 January 2013 - 02:54 PM

I'm really confused by your idea that GW2 at it's core is completely optional? I mean the dynamic event system is THE core of open world pve in this game and it is not designed to be solo'd. From the very first zone boss you fight to getting swarmed by 2321312 centaurs while trying to prevent a village from getting overrun. However, they don't make things overly difficult to prevent you from being able to solo. That's different from being a single player game.

I'm sorry but, have you ever heard a single designer on the gw2 team say this game was intended to be played solo? Yes, I will agree that story quests give a solo feel but thats it. If you play solo that's not design thats a choice. Don't expect a ton of content for solo play. Not to say they wont add stuff but the game's an MMO after all.

In Topic: Moving On!

17 January 2013 - 01:35 PM

Who is this guy? And GL on the bate thread. Hope it works out for the Lulz.

In Topic: Why Dungeons Are Not Much Fun

16 January 2013 - 04:01 PM

View PostLunacy Polish, on 16 January 2013 - 01:20 PM, said:

Then who the *ens have I been fighting all this time... you mean to tell me all those Sea of Sorrows Invaders are mobs?  Wow this game has amazing AI!  They act just like opposing players.

Developers have made a clear distinction when it comes to the rule sets and separate PvP from pve/wvw. WvW uses the pve rule set. However, this is off topic and I was simply informing you that balance changes to pve/wvw generally do not occur as a way to balance pvp. You can argue about what you consider pvp but, we aren't Anet we don't name the games or make the rules.

In Topic: Why Dungeons Are Not Much Fun

16 January 2013 - 12:56 PM

View Postbeadnbutter32, on 16 January 2013 - 12:23 PM, said:

Oh boy one of those "insert standard Anet boiler room astroturf counter attacks here" type of posts.

Typical types of responses to expect when GW2 dungeons are criticized or the trinity is mentioned:

-  What kind of a loser PUG social out cast are you?
-  Learn to play, twitch combat with a few combos here and there to spice the visuals up ought to float everyone's boat.
- your just a hater, I wish you would leave and take the hoard of nay sayers with you.
- yadda yadda yadda...

To stay on topic, I agree with the OP 100%.

And I agree about the combos.  Combos are so nerfed due to balancing for PVP.  Unfortunately that makes 95% of them pretty useless in PVE. Same for most skills.  Watered down to balance a part of the game few people take part in, which results in most people ignoring most of thier skills and only using the handful that were the least nerfed.  It is a sin, so many MMO's make, and shows how piebald stuck in the past and unable to really do something ground breaking Anet is.

I'm sorry, but you kinda missed something pretty important here. Guildwars PvP has a separate rule set and can have it's skills adjusted to only effect pvp.  Maybe you're talking about WvW but that's not pvp. So your whole watered down to balance idea is kind of... wrong?

Unfortunately this only applies to skills tho so you've got plenty of things that they change for pve with talents that cause unexplected pvp consequences IE mesmers and all dat might.