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Cevilo

Member Since 07 Oct 2010
Offline Last Active Jun 01 2014 06:45 AM

#2313020 What GW2 does right

Posted lalangamena on 01 April 2014 - 06:20 AM

I like the trait trees , i like that I chose which points to spend and they are not spent automatically for me when i level up.
i like the ( in theory) that i can have a class with any build i want.
I like the vast variety of theoretical builds that can be achieved by using not only armor sets and traits but also sigils and runes, i like the special effects and not the plain stat increase.
i like that when i change the weapon i change the play style/skills,
( in other games nothing is changed if i switch sword to axe or staff to wand etc)
I like most of the dynamic combat.
i like that i can use crafting for my "mains" and not only for "alts" like in other games, i like that i can craft my endgame gear.
i like the world with almost no invisiwalls , i like the un-mapped territories and hidden mini-dungeons and jumping puzzles. ( i hate invisiwalls, i dropped plenty of games where the outdoors felt like dungeons with flowery walls rather that open world)
i like the graphics and the art style.
i like that i don't have to compete on resource nodes with other players
i like that (despite what people might say) they are actually banning farming bots.
i like most of the dynamic event mechanics and the illusion of dynamic world that they impose the first time you encounter them :)
edit: i actually like the WWW.

there are plenty things that i don't like, but i will not contaminate this thread with them.


#2312915 What GW2 does right

Posted Mordakai on 31 March 2014 - 07:52 PM

http://massively.joy...rs-2-got-right/

Inspired by this.  There a lot of things GW2 does wrong, or needs improvement.  But we spend so much time talking about these, sometimes we forget the stuff GW2 does right.  It took me playing some betas of other MMOs to miss GW2, so I thought it would be fun to list some stuff GW2 does right.

1.  No spawn camping; everyone shares loot

Seriously, how can any MMO still have "first tags" on kills?  I'm so used to just getting credit for killing stuff that when in other MMOs I don't, I think it must be a bug.


#2312936 What GW2 does right

Posted WWJasonD on 31 March 2014 - 09:13 PM

The wallet.  It's so nice that I no longer need to move money around, worry about who uses karma potions, or if I have to make room for dungeon tokens.


#2316052 How Players are Permanently Changing Guild Wars 2's Living World

Posted Mordakai on 11 April 2014 - 08:29 PM

New race, new profession...  hell I would take new weapons at this point.

Something new


#2308288 The Trinity, Roles, GW2, and You

Posted raspberry jam on 19 March 2014 - 03:40 PM

I have no attachment to the trinity, but I do think that roles are extremely important for complex gameplay to exist and that the trinity is the easiest way to create roles. I do prefer quad-role setups though.

View PostImprovavel, on 19 March 2014 - 03:35 PM, said:

Also I think you are talking about the Holy Trinity and not the trinity - the holy trinity is the roles (tank, healer, damage dealer) while the trinity is just dealing damage, taking damage and recovering health.
I don't like that thought. It's too constricting in what options could be available, which mechanics could exist. But upvote cause of Socrates quote.

EDIT:

To expand on why roles are important: it allows for specialists on certain mechanics. For example, you could have a role that specializes in dealing melee damage. I think most people are familiar with that archetype, and know that it can exist in three subtypes - usually highly durable (tankish), without other characteristics ("melee DPS", usually then with higher damage than the previous), or more stealth/movement oriented (typically with low durability and specializing in burst damage).

But let us lift our thoughts here. Making melee DPS into a tank or a stealthy melee spiker is one thing, but there are things that doesn't fit in the trinity at all. If instead of talking about what we see at first sight in the game, we talk about what things are available to do, things get interesting. Our melee DPS character is now not only focused on simply dealing damage (and surviving a beating). Now he is there to restrict the enemies' action space (what the enemies can do) since, simply put, if they are beating up him, they are not beating up someone else.
Of course this just extends to normal tank-n-spank gameplay which is fairly low complexity. But assume now instead a concept of a viable action space, where enemies realize that hitting the guy with the most armor just isn't working and will eventually get them killed, so instead they try to retarget to reach the people behind him. The obvious way to expand mechanics to increase complexity of gameplay would be to insert counters to retargeting. These can be of two kinds, hard counters such as a Taunt mechanic or a knockdown (actually preventing them from reaching the other target), and viability counters such as snares (allowing them to attempt to retarget, but decreasing their efficiency so much that it would be a better choice to stay and hit the tank after all).
Of course simply having an action space also allow us to think of many other ways of adding complexity and depth to gameplay. These include, but are not limited to, adding capabilities to the action space (making one action automatically trigger another, beneficial action), reducing the action space (such as disabling or interrupting enemy actios), decreasing the viability of certain options so as to make them no longer part of the viable action space even though the actions themselves are possible (e.g. a spell that hurts you if you move; moving too much would be unviable since it'd make you lose more than you gain by moving), or increasing such viabilities (such as healing someone that is under attack so that staying in the fight instead of running away is a viable course of action). Of course the most interesting parts of this is where you actually try to predict how modifications to the action space will affect the opponents' actions and how they, in turn, will try to modify your action space (and what you can do about it).

Now the more you add complexity and depth to the game, the more players have to keep in mind and use at the same time. You could easily make a game where every player have 300 skills, all available at the same time, all of them doing different things or at least in different ways. It would appear to be very complex (though it would not actually be that) but also completely unmanageable, and would just be a pain to play. Cutting down on the number of mechanics available to each player can be done by either cutting down on the total number of mechanics, which results in low-complexity gameplay, or cutting down on the number of mechanics that each player have access to, which results in role-oriented gameplay.

Another reason is of course that having a role allows the player to appear to excel at something. The healer that keeps everyone alive can, after the dungeon raid, feel proud of that he indeed kept everyone alive, at least mostly. The tank can feel good about having kept the baddies away from the rest of the team, the assassin can feel good about having dealt 10k damage in a single hit, the dedicated interrupter can feel good about having completely shut down the end boss making the fight much easier, the mage can feel good about whatever mages feel good about, etc. Note that this apparent expertise does not stem from the player character's capabilities, but rather from that the other group members lack those capabilities.

The problem with this when it comes to the trinity is of course casuals. Some people understand damage very well but fails to understand any part of gameplay not directly related to damage (as in, it's possible that they understand healing). Since these people are in a majority, especially in the MMO community, the DPS role of the so-called holy trinity is often easily populated while tanks and to some degree healers are usually more difficult to find, (and naturally, since they have more groups to choose from, more picky about what they perceive as bad play).


#2293911 Escape From Lion's Arch - February 18th

Posted shanaeri rynale on 11 February 2014 - 04:08 PM

I wonder if  LA was chosen to be trashed  because it's one of the few remaining links to GW1...


#2287215 People being JERKS, there I said it

Posted Echou on 29 January 2014 - 01:15 PM

For some people the video games are the only way to pass time outside work/school. Some are "true passionate" fans and just can't let the game go. Some don't adapt to the changes as well as the others. Some people have grown cynical and bitter and can't see much through the hate of theirs. There are millions of reasons.

It is a shame some people don't respect others' opinion. But it's an Internet, you can't stop the flow.

In the military we counted our remaining service days. There was a saying "Ei vaikuta minun aamuihin"(doesn't affect on my "mornings" (the count for days remaining).) which pretty much means that life goes on, no matter what. It's a pretty good saying.


#2288148 Why not buying GW2 Gold online?

Posted Desild on 30 January 2014 - 03:51 PM

Did you know that ArenaNet invented a verb for people that support Gold Sellers?

It's called "getting Dhuumed". Don't get Dhuumed yourself man.


#2284155 Nothing is sacred, everything can be destroyed

Posted Konzacelt on 23 January 2014 - 08:33 PM

"You know, like you would in the real-world when something momentous happens!"

I can't tell which is worse: that ANet likens a game to real-life, or that they think the LS is momentous.


#2284944 "We were making [the wurm] specifically for the hard core groups"

Posted Inraged Twitch on 24 January 2014 - 11:19 PM

keyword there being "groups" there are no groups when doing these so called "open world raids."  Give us FoW UW 25 man INSTANCE raids not open world crap.


#2284665 Do you think comparing GW1 to GW2 makes sense?

Posted Cutthroat on 24 January 2014 - 05:12 PM

I think it does make sense to compare the best game ever (GW1, imo) to what was supposed to become better.. but yeah...

View Postgw2guruaccount, on 24 January 2014 - 01:09 PM, said:

To spin off I feel that GW2 is to GW1 as Diablo 3 is to Diablo 2; they are completely different games from completely different eras that work in completely different ways.
Agreed. I'm actually looking forward to playing Reaper of Souls. I liked D3's PvE more than GW2's anyway. Heroes of the Storm looks promising as well. I kinda wish ArenaNet could be more like Blizzard. At least Blizzard can deliver expansions and have multiple games alive.


#2284956 Limited Release Dyes Return

Posted icegrover on 24 January 2014 - 11:52 PM

Gonna have to say no thanks. Looks like another lousy cash grab attempt. As a bonus you get to play the RNG game, good luck!


#2283603 Update Notes - January 21st, 2014

Posted I'm Squirrel on 22 January 2014 - 12:44 PM

most significant improvement:

View PostNeo Nugget, on 21 January 2014 - 05:11 PM, said:

Improvements
  • Deposit All Collectibles no longer deposits miniatures. However, they can still be individually deposited by right-clicking on them.



#2280287 Origins of Madness

Posted davadude on 14 January 2014 - 03:03 PM

Please be permanent metas... Please be permanent metas...


#2277077 Any word on what happens next?

Posted Baldur The Bold on 03 January 2014 - 10:42 PM

What I could handle is a Sorrows Furnace type of update with a large dungeon and many mini questlines within it. Some new skins(not reskins) would be nice, both armor and weapons.
I saw that tweet as well Robsy and I got the feeling that the Christmas meth was in full force :P
I still don't play that much anymore. AC 1/3 the odd meta zerg and chat with guildies. Why is it that I only play GW2 for a few hours a day and I played GW1 ALL day lol. Make the content challenging and stop time gating everything ANET!