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Rifky RaynMember Since 04 Jan 2013
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05 Jun 2013 - 17:45
Posted The_Blades on 05 March 2014 - 10:36 PM
Stopping by to catch up on whats new and i cant do much more than laugh and regret having bought the game.
so now its tormented weapons... How nice of them.
I remember a time, not so long ago, where tormented weapons were a prize for completing a new part of the game, new content.. now they're just stuff to get gems from players.
Is gw2 still a game or just a shop?
shame on you anet. shame on you.
Posted Lol Lol Lol Guy on 27 February 2014 - 03:39 AM
Posted aspi on 24 February 2014 - 12:18 PM
It suffers from the base design like all the LW updates though, it looks and feels really good, but the fact that you just repeat it ad nauseum completely destroys any immersion, really. It's a special event at that one ride in the theme park, not a living world.
Posted Echou on 19 February 2014 - 08:54 PM
Posted Feathermoore on 05 February 2014 - 04:20 PM
What was it about GW1 that made it the powerful memory that it is? Well if you go with the idea that it is just wishing for the old times, GW1 managed to pull players into the world from the very beginning (this is PvE not PvP, at the start PvP was really hard to get into). You started in a beautiful rustic world full of life and color. You were introduced to a complex class and skill system slowly during this time and got to know a few central characters. And then this world was ripped from you in the searing and you get dumped in a wasteland version of all the areas you had just developed a connection to. It was jarring and powerful at the time. While the story was cliche at times, you had relatable characters and despicable enemies.
The central feature of the game that most people miss is the dual class mechanics and the flexibility and depth that it allowed. Creating a skill bar that revolved around complex interactions between the skills themselves, attributes, and weapon modifications was a game in of itself that rewarded you. The game was designed from the ground up as a group game. You didn't fight single mobs, you fought groups of enemies that would later begin to utilize some of the same strategies that players would use creating diverse teams of mobs that required strategy to defeat. You didn't build an 8 skill character, you built a 64 skill team.
Power creep eventually overran the game to a degree but it isn't like that doesn't happen in all games. Certain systems could be deemed a failure or a negative feature. The lack of trade system, the original idea of refund points for changing attribute points, the overcreation of skills with questionable uses, heavy handed nerfs of too many skills at a single time, creating new classes that didn't mesh with the existing ones (the original Paragon being the figurehead of this), and the unfriendly PvP system due to complexity and learning curve.
Some of these Anet learned from and fixed in GW2. Some they actually fixed later on in GW1. Oddly enough, some of them that they fixed in GW1 they then brought back in GW2 (refund points for attributes in GW1 were removed to allow for free respeccing while traits in GW2 have a respeccing cost.)
Was GW1 as good as people make it seem? Yes, if you are willing to put the time and effort into actually learning the game. It isn't something you can just pick up and play expecting to get everything out of it. I spent thousands of hours in game and probably just as many out of game researching and theorycrafting. I had the spare time to do this in college, I don't now. The skills have changed enough since I last played that I would need to spend an evening reading the skill changes to see how the game works. Just something that comes with the game.
Is the game as perfect as some posts can make it seem? Not at all. It had major flaws that everyone who played the game is aware of. That doesn't mean it isn't a great game though since the flaws are side effects of the systems that made it great. You can still play it now and see for yourself. I reinstall it every once in a while and it still is fun to play.
I played it actively for 6 years and still log in every now and again. You can't call it rose colored glasses. Rose colored glasses don't keep you playing a game.
Posted Doctor Overlord on 03 January 2014 - 09:50 PM
Then I imagined what it would be like to constantly use it. My character going to Divinity's Reach instead of crowded LA, isolated in a little corner of the human city with maybe a couple of other players ignoring me as much as I do them, each of us intend on being as efficient with our time as possible.
That made me realize that the time saving wouldn't be worth it. Part of the reason I play MMOs is that spontaneous interaction that comes when players gather together in the open world. I don't want to miss seeing other players lining up around the bank showing off their new legendaries or playing costume brawl. Or miss the often surprisingly skilled musicians performing by the mailbox. Or miss the truly memorable moments, like seeing a whole group who had customized their characters to look like the heroines of the anime Sailor Moon or that norn in pink underwear, boxing gloves and rabbit ears.
It might take me longer to run to the AH each time (and after doing it 100 times or a 1,000 times or 5,000 times, it *does* add up) but I'm willing to sacrifice that time for the entertainment provided by the open community and to have the chance to maybe provide a little entertainment back to that community myself.
Posted ylistra on 27 August 2013 - 10:23 PM
Posted Desild on 05 June 2013 - 12:05 AM
I am so going to use the fantastic rewards I received from finishing the Secrets of Southsun living story to fund all my Panda Hat needs.
The whole 26 silver I got... Which translates to 8 Gems. Yay?
Posted Saul Spotter on 28 May 2013 - 07:32 PM
Preferably, the living story will lead us to fighting Jormag, or another nearby dragon Bubbles maybe, and the first expansion will close out the others.
They really haven't made the dragons very engaging story-wise.
Posted El Duderino on 14 May 2013 - 07:12 PM
Well then, that is good news. I do like the idea of having limited time events that make uncommon crafting materials a bit more common. I noticed the same thing with the passiflora flowers in the notes.
Also, if the boxes drop frequently enough, then that is also very good. Not for nothing, but when they say rare drops, I kinda thought they would be rare, like the frequency of rare gear drops.
Well, I take back everything I said. If the RNG isn't atrociously pushing people to go to the gemstore and the gemstore is merely a convenience for people unwilling to do the content, then that is a good step in the right direction.
I may have to log back in and check it out.
Posted Darkobra on 09 May 2013 - 11:04 PM
Posted Midnight_Tea on 26 April 2013 - 01:40 PM
Instead of designing asian-like culture, they simply copy-pasted cool-looking and sounding stuff together without really undesrtanding what they operate with.
Imagine if some asian company decided to make game in WW2-like universe, but they got it wrong and:
* Gave ss-like officers davids star insignia and polish names
* Made scenes which remind people of firebombing dresden, but with USA-alikes being bombers and Brittish-alikes being bombed.
* Made russian-like emblem pentagram instead of red star and made them heroes of the game, freeing world from usa/germany/poland axis of evil.
* Portrayed gulags as ran by allies and concentration camps as just tent camps of war refugees and outpost in game.
All that with names nearly directly from history books. Dechau Gulag ran by execution-thirsty General Patten for example.
That sure would have been big seller in west, right.
Yeah, you get where this is coming from. For instance, if Factions were made today, NC Soft would definitely chafe at the presence of samurai-like characters like Shiro. Why? Samurai are used as imagery of horrible brutality and oppression in countries outside of Japan, particularly Korea.
And yeah, the nazi analogy actually works -- Korea suffered some horrible stuff at the hands of Japan, especially in World War 2. History that most of us haven't even read about and I couldn't even write here without my post being automatically flagged. That's why it's actually exceedingly rare for samurai to be present in RPGs that Japan exports that don't explicitly take place in Japan. The swords might be there, but pretty much everyone agrees those can still be awesome sometimes.
I'm actually absolutely sure NC Soft will let ArenaNet do Cantha things in the future if they promise to do more research than they did when Factions was released.
For comparison's sake, I actually thought it was extremely tasteless that Nightfall had a slavery-themed subplot with the centaurs. If I were one of the writers, I wouldn't have put a slavery subplot within a lightyear of an African-themed game. That's a bottomless can of worms that opens up into an endless series of cans.
But yeah: I'm not asking ANet to never do Asian stuff. I'm asking them to not be lazy or careless. And lots of "cultural" things about GW1 would be considered both by today's standards, where research is easier than it's ever been in human history. And contrary to the people arguing otherwise, it's not a double standard -- there's plenty of ways to portray medieval European stuff as offensive. It's just that most of us who grew up in western culture already intrinsically and unconsciously avoid those pitfalls. We don't even notice ourselves doing it, it's that deeply conditioned.
A good example is the topic of christian exceptionalism in western society. I know some of you might be already cringing, and some moderators reading this might already be snapping to attention ready at any moment to jump into the topic to say "don't go there, back on topic please". Which is exactly my point -- we just know to avoid it. Someone making a game overseas might not, and I suspect it's why certain games like the original Final Fantasy Tactics or Xenogears had all the tact of a drunken hippo.
EDIT: Oh, as a more modern example, Operation Darkness already almost fits zwei2stein's analogy .
Posted Jetjordan on 14 April 2013 - 08:52 PM
Posted Omega X on 01 April 2013 - 12:05 AM
Probably because its a parody.
Anywho, I hope its not too over the top in the difficulty department. I get war flasbacks to all of those 8-bit games I've played that were insanely hard.
Posted FoxBat on 20 March 2013 - 02:44 PM
Funny. I rather think commandigon shockaxe, escape DB spam, and spirits + soul reaping + healing would be big balance issues. Actually thanks to dual classing many of them were, but it would be even worse when you get the runes going and more freedom with secondary choice.
Basically as you keep adding truly new functionality to existing classes, you will wipe out their distinguishing weaknesses, barring some specific countermeasure designs that GW2 currently lacks; or you water down the new functionality so much that it has minimal impact. That doesn't automatically rule it out, but it is a significant limit on how far you can take things.
Given GW2's lack of secondaries you also have to significantly bloat options within a class rather than simplifying for the end user by cordoning them off in a separate class, and you also greatly increase the number of intra-character combinations to worry about. And really GW2's total number of skills is not small compared to say prophecies. It's the limitations on how they can be combined (no secondaries, chunked into weapons, synergy minimized, etc.) that have kept the balance more controlled. And nothing is more controlled than grouping new skills into a totally new class that can't combine with the others.