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New GW2 vid - pure epicness!!

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  • someforumguysomeforumguy Member RarePosts: 4,088

    Originally posted by RobertDinh

    Originally posted by arenasb


    Originally posted by RobertDinh

     You've pretty much been ill-informed on everything you've tried to argue, whether it be not understanding what permanent vs temporary impact is, or not understanding that MMOrpg end games are supposed to have an endgame that is MMO oriented, not diablo small group of player oriented.

     Where is that rule? Can you direct me to the mmorpg handbook?

     

    You really need it explained to you why mmorpgs end-game should be related to the fact that the game is an MMO?  The appeal of mmorpgs and why they were so successful is the massive scale at which people can do things together. 

     

    Do you know why their end game is made for 5 player groups with everyone being responsible for most of their own healing?  Because guess what, just like gw1 the pve is going to be lacking in challenge.  Because guess what, people have discovered that in mmorpgs if you make the game so easy that everyone can beat it, it draws in more players (world of warcraft exploded this concept)

    You can use an education by none other then Jeff Strain :)

    http://www.guildwars.com/events/tradeshows/gc2007/gcspeech.php

  • spankybusspankybus Member UncommonPosts: 1,367

    OK, this game is totally on my radar now! Sweet!

    Frank 'Spankybus' Mignone
    www.spankybus.com
    -3d Artist & Compositor
    -Writer
    -Professional Amature

  • NoEndInLifeNoEndInLife Member Posts: 189

    Originally posted by RobertDinh

    Since you guys want to use GW1's success to elevate your gw2 arguments (only when it is convenient to you of course) Let us go back to GW1. Anet said they are making GW2 with the spirit of GW1 in mind, but bringing it over to a persistent world. Anyone that was ever a top MMORPG player and has played through GW1, knows the game was a complete cake walk and the content in it should not even be compared to a high production value MMORPG. Pair the fact that the spirit of gw1 is to have fun but present things in an easily winnable fashion, with the fact that anet has already released information that is clearly leaning towards a newb friendly game, and guess what you get a pretty good feel for the direction they are heading. 1. No dedicated healing role, they want every player to be able to solo through the game (mmorpgs need to stop catering to solo play, they are called MMOs for a reason) 2. You've read their articles on death and how they perceive it, they flat out say they don't want it to be a significant inconvenience. This caters to mediocre players who will die more frequently than good players. It also obviously caters to people who would enjoy an easier game where death isn't inconvenient, over people that think when you make a mistake that would lead to your characters death, you should feel the sting for such a mistake. 3. 5player dungeons... no matter which way you slice it, when you are building raid content for 5 players you are simply much more limited in how intense an encounter can be, as opposed to the larger scale raid games that might consider designing content for anywhere from 25-80 players. This is again, another newb friendly feature designed for people to get their feet wet with raiding, but not provide them with any challenge that might be perceived as "too hard". Obviously you won't agree with this, because you are blindly buying into all the hype and excitement.

    About the no dedicated healing role and soloing, they only give you the option to solo. BUT since it's a mmo and they've included dynamic events 9 times out of 10 you probably see someone fighting along side you. So in a sense you will be soloing and doing group play at the same time.

    As for death I agree with you for the most part but i guess being ressurected back into a starting point/waypoint/etc. and having to get back where you once were could be considered a punishment.

    5 players dungeons is actually pretty good. Each player would probably be more involved. And as for newbs getting their feet wet. THIS IS GUILD WARS. Everyone will probably have a guild and an experienced player in the guild will more than likely help out the newbs. In every guild that I've been to ppl have always helped me out. And if they don't wait for another day or just get a new guild. And believe me it's mad easy to get into a guild in GW1 and I'm sure it will also be easy in GW2.

    If you go over al your posts again I'm pretty sure you'll notice how biased you are. But that's probably because you are blindly doubting GW2 in an attempt to not be like everyone else who's excited about this game.

    "Some people feel the rain. Others just get wet." -Bob Marley

    I'm probably one of those people who just get wet.

  • RobertDinhRobertDinh Member Posts: 647
    Originally posted by NoEndInLife


    Originally posted by RobertDinh

    Since you guys want to use GW1's success to elevate your gw2 arguments (only when it is convenient to you of course) Let us go back to GW1. Anet said they are making GW2 with the spirit of GW1 in mind, but bringing it over to a persistent world. Anyone that was ever a top MMORPG player and has played through GW1, knows the game was a complete cake walk and the content in it should not even be compared to a high production value MMORPG. Pair the fact that the spirit of gw1 is to have fun but present things in an easily winnable fashion, with the fact that anet has already released information that is clearly leaning towards a newb friendly game, and guess what you get a pretty good feel for the direction they are heading. 1. No dedicated healing role, they want every player to be able to solo through the game (mmorpgs need to stop catering to solo play, they are called MMOs for a reason) 2. You've read their articles on death and how they perceive it, they flat out say they don't want it to be a significant inconvenience. This caters to mediocre players who will die more frequently than good players. It also obviously caters to people who would enjoy an easier game where death isn't inconvenient, over people that think when you make a mistake that would lead to your characters death, you should feel the sting for such a mistake. 3. 5player dungeons... no matter which way you slice it, when you are building raid content for 5 players you are simply much more limited in how intense an encounter can be, as opposed to the larger scale raid games that might consider designing content for anywhere from 25-80 players. This is again, another newb friendly feature designed for people to get their feet wet with raiding, but not provide them with any challenge that might be perceived as "too hard". Obviously you won't agree with this, because you are blindly buying into all the hype and excitement.

    About the no dedicated healing role and soloing, they only give you the option to solo. BUT since it's a mmo and they've included dynamic events 9 times out of 10 you probably see someone fighting along side you. So in a sense you will be soloing and doing group play at the same time.

    As for death I agree with you for the most part but i guess being ressurected back into a starting point/waypoint/etc. and having to get back where you once were could be considered a punishment.

    5 players dungeons is actually pretty good. Each player would probably be more involved. And as for newbs getting their feet wet. THIS IS GUILD WARS. Everyone will probably have a guild and an experienced player in the guild will more than likely help out the newbs. In every guild that I've been to ppl have always helped me out. And if they don't wait for another day or just get a new guild. And believe me it's mad easy to get into a guild in GW1 and I'm sure it will also be easy in GW2.

    If you go over al your posts again I'm pretty sure you'll notice how biased you are. But that's probably because you are blindly doubting GW2 in an attempt to not be like everyone else who's excited about this game.

     

    I'm actually not biased at all, I want the game to succeed, but I want people to stop being naive about how the market is.

    I mean on these forums and on gw2g forums you have people that are just completely out of touch with reality. Thinking gw2 will break wow sales records? Thinking wow will be dead in 2 years? These people just have a really skewed perspective as to how things work, and it trickles down into other various things.

    Oh and to mumbojumbo, the problem is gw1 didn't cater whatsoever to any truly hardcore skillful type of player, and gw2 is headed that same direction.
  • RobertDinhRobertDinh Member Posts: 647
    Originally posted by Observe001

     

    Oh no it's Dihnosaur again advocating for old school archaic mmo design towards GW2. Still trolling with his mmo elitism  along with his superiority complex just because he played a lot of mmorpgs over the years.  You know Dihn your so called "knowledge" for all things mmo is bullcrap. You should accept that there are developers out there who want to do things differently for mmos, they want to make good GAMES. That is what they are, they're games no matter what genre. Succeed or fail at least some developers are taking risks and it will inspire other developers to improve those risks and maybe come up with their own. Adapt to the changes, appreciate the innovations and admit that you can be wrong sometimes. Really, get rid of this mmo elitist attitude.
    /end rant

     

    It's become very typical and carebear for people to accuse anyone that isn't a fanboi like them of being a troll.

    The best part is, what anet is doing isn't "different" in principle to what world of warcraft did to the market when it came out.

    You make a game easier and more newb friendly, and it attracts more people, it's a simple formula.

    Unfortunately anet doesn't have the brand recognition that blizzard has. So their level of success for pushing out an easy-mode game will be moderate but nothing near the degree that wow has/had.
  • ZeroxinZeroxin Member UncommonPosts: 2,515

    Originally posted by RobertDinh

    Since you guys want to use GW1's success to elevate your gw2 arguments (only when it is convenient to you of course) Let us go back to GW1. Anet said they are making GW2 with the spirit of GW1 in mind, but bringing it over to a persistent world. Anyone that was ever a top MMORPG player and has played through GW1, knows the game was a complete cake walk and the content in it should not even be compared to a high production value MMORPG. Pair the fact that the spirit of gw1 is to have fun but present things in an easily winnable fashion, with the fact that anet has already released information that is clearly leaning towards a newb friendly game, and guess what you get a pretty good feel for the direction they are heading. 1. No dedicated healing role, they want every player to be able to solo through the game (mmorpgs need to stop catering to solo play, they are called MMOs for a reason) 2. You've read their articles on death and how they perceive it, they flat out say they don't want it to be a significant inconvenience. This caters to mediocre players who will die more frequently than good players. It also obviously caters to people who would enjoy an easier game where death isn't inconvenient, over people that think when you make a mistake that would lead to your characters death, you should feel the sting for such a mistake. 3. 5player dungeons... no matter which way you slice it, when you are building raid content for 5 players you are simply much more limited in how intense an encounter can be, as opposed to the larger scale raid games that might consider designing content for anywhere from 25-80 players. This is again, another newb friendly feature designed for people to get their feet wet with raiding, but not provide them with any challenge that might be perceived as "too hard". Obviously you won't agree with this, because you are blindly buying into all the hype and excitement.

    I intentionally went back to this post because I wanted to find the root of the string of posts and because I know how people change their angle of approach in order to attack a game. Your initial controversial comment was of your own opinion and I wouldn't have replied to that but this one is based on assumption and is meant to be an attack towards the people who are hyped for the game.

    Now I'll will break down your reply and try to make you understand why in most cases you are looking at it wrong;

    "Pair the fact that the spirit of gw1 is to have fun but present things in an easily winnable fashion, with the fact that anet has already released information that is clearly leaning towards a newb friendly game, and guess what you get a pretty good feel for the direction they are heading. 1. No dedicated healing role, they want every player to be able to solo through the game (mmorpgs need to stop catering to solo play, they are called MMOs for a reason)"

    Why shouldn't MMOs cater to those who want to play solo? How old are you? Do you know the life situation of everyone who plays the game? Not everyone has the time to sit down trying to PUG, not everyone has the patience to form a group only for it to split up 5 minutes later, making 30 minutes a complete waste of time. Therefore solo play should be catered for.

    "2. You've read their articles on death and how they perceive it, they flat out say they don't want it to be a significant inconvenience. This caters to mediocre players who will die more frequently than good players. It also obviously caters to people who would enjoy an easier game where death isn't inconvenient, over people that think when you make a mistake that would lead to your characters death, you should feel the sting for such a mistake."

    Mediocre players who die more often than others will take a longer to ressurect than players who don't, so your skill pays your team or yourself because you spend a lot less time waiting to be teleported back to the waypoint or ressurected by a player when you are skilled at playing the game. Defeat and a little loss of gold(through teleporting) is enough Penalty for continueos death by an unskilled player.

    "3. 5player dungeons... no matter which way you slice it, when you are building raid content for 5 players you are simply much more limited in how intense an encounter can be, as opposed to the larger scale raid games that might consider designing content for anywhere from 25-80 players. This is again, another newb friendly feature designed for people to get their feet wet with raiding, but not provide them with any challenge that might be perceived as "too hard"."

    Just like the first point why should I have to wait for 25 people to get themselves together when I can just get 5 people and run an hour long dungeon because that is how much time I have? Why do I have to wait for 80 people to coordinate themselves against a boss when I can easily coordinate and strategize with a team of 5? I'm not saying it wouldn't be great to have the option of 80 people fighting a boss(even though the lag would be intense) but why does it have to be mainly for 25-80 people? Why can't it be for 5-80? In reply to my final question I think fighting any of the elder dragons would require 80+ people but that's just speculation.

    Obviously you won't agree with this, because you are blindly buying into all the hype and excitement.

    I love defensive statements like this, its like protecting yourself from constructive comebacks... you should really do away with them, makes you look more troll-ish and you really aren't.

    This is not a game.

  • MumboJumboMumboJumbo Member UncommonPosts: 3,219

    Originally posted by RobertDinh

    I'm actually not biased at all, I want the game to succeed, but I want people to stop being naive about how the market is. I mean on these forums and on gw2g forums you have people that are just completely out of touch with reality. Thinking gw2 will break wow sales records? Thinking wow will be dead in 2 years? These people just have a really skewed perspective as to how things work, and it trickles down into other various things. Oh and to mumbojumbo, the problem is gw1 didn't cater whatsoever to any truly hardcore skillful type of player, and gw2 is headed that same direction.

    1) I trust ANet are making their own game, and not trying to emulate wow, intentionally. As to ppl being hyped, it does significantly raise the bar of this game's success or not and makes it need to be not just a total change but really the next game they absolutely "must" play. It's a colossal challenge.

    2) I see ANet making this game, to be successful catering to all sorts of different types of players, so your pov may be dissatisfied that it is not hardcore enough, but that's just one of many different types of preferences. Put it in terms of game hours, they need to craft a game that makes a great first impression (redefines basic mmo mechanics so it feels novel), keeps ppl levelling all the way up to level 80 (Sufficient content & variety here) and then still keeps ppl playing for maybe '000 of hrs after that (I see this as being PvP: Structured and World personally) or alternatively more in PvE some like atls, some like achievements, some like simply trying to beat the system (you?)!

    3) If they do get the combat mechanics really well-designed (game-changer, basically) then yes, PvP will be hardcore in Structured. Again like 1) it's a colossal challenge.

    In short: Overhyped before combat details are tested and known, but that's no reason to write-off GW2, either.

  • DoktorianDoktorian Member Posts: 131

    Originally posted by Zeroxin

    Originally posted by RobertDinh

    Since you guys want to use GW1's success to elevate your gw2 arguments (only when it is convenient to you of course) Let us go back to GW1. Anet said they are making GW2 with the spirit of GW1 in mind, but bringing it over to a persistent world. Anyone that was ever a top MMORPG player and has played through GW1, knows the game was a complete cake walk and the content in it should not even be compared to a high production value MMORPG. Pair the fact that the spirit of gw1 is to have fun but present things in an easily winnable fashion, with the fact that anet has already released information that is clearly leaning towards a newb friendly game, and guess what you get a pretty good feel for the direction they are heading. 1. No dedicated healing role, they want every player to be able to solo through the game (mmorpgs need to stop catering to solo play, they are called MMOs for a reason) 2. You've read their articles on death and how they perceive it, they flat out say they don't want it to be a significant inconvenience. This caters to mediocre players who will die more frequently than good players. It also obviously caters to people who would enjoy an easier game where death isn't inconvenient, over people that think when you make a mistake that would lead to your characters death, you should feel the sting for such a mistake. 3. 5player dungeons... no matter which way you slice it, when you are building raid content for 5 players you are simply much more limited in how intense an encounter can be, as opposed to the larger scale raid games that might consider designing content for anywhere from 25-80 players. This is again, another newb friendly feature designed for people to get their feet wet with raiding, but not provide them with any challenge that might be perceived as "too hard". Obviously you won't agree with this, because you are blindly buying into all the hype and excitement.

    I intentionally when back to this post because I wanted to find the root of the string of posts and because I know how people change their angle of approach in order to attack a game. Your initial controversial comment was of your own opinion and I wouldn't have replied to that but this one is based on assumption and is meant to be an attack towards the people who are hyped for the game.

    Now I'll will break down your reply and try to make you understand why in most cases you are looking at it wrong;

    "Pair the fact that the spirit of gw1 is to have fun but present things in an easily winnable fashion, with the fact that anet has already released information that is clearly leaning towards a newb friendly game, and guess what you get a pretty good feel for the direction they are heading. 1. No dedicated healing role, they want every player to be able to solo through the game (mmorpgs need to stop catering to solo play, they are called MMOs for a reason)"

    Why shouldn't MMOs cater to those who want to play solo? How old are you? Do you know the life situation of everyone who plays the game? Not everyone has the time to sit down trying to PUG, not everyone has the patience to form a group only for it to split up 5 minutes later, making 30 minutes a complete waste of time. Therefore solo play should be catered for.

    "2. You've read their articles on death and how they perceive it, they flat out say they don't want it to be a significant inconvenience. This caters to mediocre players who will die more frequently than good players. It also obviously caters to people who would enjoy an easier game where death isn't inconvenient, over people that think when you make a mistake that would lead to your characters death, you should feel the sting for such a mistake."

    Mediocre players who die more often than others will take a longer to ressurect than players who don't, so your skill pays your team or yourself because you spend a lot less time waiting to the teleported back to the waypoint or ressurected by a player when you are skilled at playing the game. Defeat and a little loss of gold(through teleporting) is enough Penalty for continuos death by an unskilled player.

    "3. 5player dungeons... no matter which way you slice it, when you are building raid content for 5 players you are simply much more limited in how intense an encounter can be, as opposed to the larger scale raid games that might consider designing content for anywhere from 25-80 players. This is again, another newb friendly feature designed for people to get their feet wet with raiding, but not provide them with any challenge that might be perceived as "too hard"."

    Just like the first point why should I have to wait for 25 people to get themselves together when I can just get 5 people and run an hour long dungeon because that is how much time I have? Why do I have to wait for 80 people to coordinate themselves against a boss when I can easily coordinate and strategize with a team of 5? I'm not saying it wouldn't be great to have the option of 80 people fighting a boss(even though the lag would be intense) but why does it have to be mainly for 25-80 people? Why can't it be for 5-80? In reply to my final question I think fighting any of the elder dragons would require 80+ people but that's just an opinion.

    Obviously you won't agree with this, because you are blindly buying into all the hype and excitement.

    I love defensive statements like this, its like protecting yourself from constructive comebacks... you should really do away with them, makes you look more troll-ish and you really aren't.

     Exactly Zeroxin. To shorten things up though, what RobertDinh is saying is that the game isn't going to be good because it isn't WoW. I think this troll needs to stay under the bridge.

  • bookworm438bookworm438 Member Posts: 647

    Originally posted by RobertDinh

    Since you guys want to use GW1's success to elevate your gw2 arguments (only when it is convenient to you of course) Let us go back to GW1. Anet said they are making GW2 with the spirit of GW1 in mind, but bringing it over to a persistent world. Anyone that was ever a top MMORPG player and has played through GW1, knows the game was a complete cake walk and the content in it should not even be compared to a high production value MMORPG.

    Well first, GW1 was Anet's first game. So obviously it's not going to be on par with content as far as WoW is concerned. Anet was started by a few staff members that left Blizzard to create their own gaming company. GW1 was built from teh ground up, lore and all. WoW, when it was released, already had years of lore to come from. They've released many games already. Also, it's not even classified as an MMO. Anet themselves have mentioned that GW1 is more of a CORPG.

    Pair the fact that the spirit of gw1 is to have fun but present things in an easily winnable fashion, with the fact that anet has already released information that is clearly leaning towards a newb friendly game, and guess what you get a pretty good feel for the direction they are heading.

    What's wrong with having fun? I play MMOs to have fun and escape from reality. I don't play MMOs to feel like I'm just bringing work with me into my leisure time. How can you possibly know the difficulty level of the game? Neither you nor I have played GW2 yet. So basically there is no looking objectively at this. It's all pure speculation. I'm guessing difficulty will be harder than what you think based on a statement from Martin, a CM from ArenaNet. On GW2G he stated that The Shatterer was very painful to defeat, consisting of many cycles of downs and defeats. So that gives me the idea the game will not be cake-walk.

    1. No dedicated healing role, they want every player to be able to solo through the game (mmorpgs need to stop catering to solo play, they are called MMOs for a reason)

    Why do I have to play with the group? Why can't I play by myself? What if I tired of people in real life and I just wanna keep to myself in the game? Why can't I do that? Is there some sort of law that says I cannot play by myself in an MMO? I play MMOs for the option to easily play with other people, but if I don't wanna play with other people then I don't. ArenaNet says they are trying to cater to both crowds. So those that want to play solo can without worry about other people stealing their kills or screwing over their progress. But if you want to play with groups, then you have that option.

    2. You've read their articles on death and how they perceive it, they flat out say they don't want it to be a significant inconvenience. This caters to mediocre players who will die more frequently than good players. It also obviously caters to people who would enjoy an easier game where death isn't inconvenient, over people that think when you make a mistake that would lead to your characters death, you should feel the sting for such a mistake.

    You are picking out statements that you want to twist into your own purpose. Read the WHOLE article, and then you'll understand why they did this. They want people to go out and experiment. They want people to learn new ways of doing things without worring about loosing a lot. They want to encourage people to attempt new strategies, rather than the typical cookie-cutter strategy. Most importantly, though, they want people to play their game to have FUN. They don't want people to play their game and feel like it's a second (third or fourth in some cases) job. And you do feel the sting, for the fact that you are now unable to do anything and have to come all the way back. Obviously if you die, you did something wrong. I don't think you need to loose 50 (what ever highest monetary value is), 20 exp points, and have your armor be destroyed. If you died, then that's probably a good indicator that what you did, did not work. IDK, maybe that's just me. Maybe some people need a little more incentive to actually realize "hey you dumb*** try something else". Those people I want far away from Guild Wars 2.

    3. 5player dungeons... no matter which way you slice it, when you are building raid content for 5 players you are simply much more limited in how intense an encounter can be, as opposed to the larger scale raid games that might consider designing content for anywhere from 25-80 players. This is again, another newb friendly feature designed for people to get their feet wet with raiding, but not provide them with any challenge that might be perceived as "too hard". Obviously you won't agree with this, because you are blindly buying into all the hype and excitement.

    Well first, I actually think it's the other way around. It allows them to design dungeons that rely more on strategy then the simple tank-n-spank. Every player will have to contribute to the fight in some way. It will be easier to coordinate 4 other people versus 80. Not only that, but 5 people will feel more like a social environment. You can actually get to know each other a little bit more, rather than if you do a raid with 80 people, you probably don't care about anyone else. You were the one complaining about soloing and with that the social environment going. Well, FYI, 80 people in one raid is also detrimental to the social environment. Nobody wants to talk to each other just for the sake of talking with 79 other people.

     

    As to your other posts about fanboi(ism) and objectivity, I think you should probably follow some of your advise. You obviously want GW2 to be like *insert favorite MMO here*, and you are one of those people who feel like your manhood is threatened by other people that actually like something different.

    The point is to stay skeptical, but not begin shooting down ideas with mere baseless arguments. By instantly shooting down ideas with mere baseless claims, you look like a troll. A simple "hmm...sounds interesting but i do not know if they'll be able to pull all this off" would suffice. And then add "to me it sounds like *insert feature here* is going to end up making the game *insert claim*, but we'll just have to wait to see". Right now you look like a troll giving a lesson about objectivity when you obviously aren't doing it yourself. Why do I say that? You say each of your statements as if you, yourself have played GW2. Well, unless you actually have played Guild Wars 2, all you're arguments are merely going to be dismissed as mere troll statements, or be subject to ridicule by the fanbois that you so hate.

    Also, please use paragraphs. AND when you do a list such as you did, but each claim with the description on a new line. Paragraphs and proper formating of lists really do help the reader actually read your argument. I'm pretty sure part of why everyone is getting pissed at your is you aren't using paragraphs. Rather we are just hit with this wall of text, and we don't want to read all of it. Again: use paragraphs. Paragraphs were taught for a reason.

    LOL I'm happy I copied the post before I attempted to submit. I ended up being logged out while I wrote this reply.

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  • RobertDinhRobertDinh Member Posts: 647
    Unfortunately bookworm your perspective is that of someone that just happily gobbled up what anet said.

    You can try to sugar coat their death system, but what it all boils down to is making death less of an inconvenience and that makes a game easier. People are not punished harshly for bad play, they are just allowed to mindlessly throw their bodies at encounters until it eventually goes right.

    As for playing solo, there is nothing wrong with solo play, but this is an mmorpg, it should be focused on mmo play, not solo play, and they've basically catered to the solo mentality by forcing everyone into hybrid roles and forcing a heal slot upon every character.

    And as for 5 player dungeons, if you can't understand how you have to design encounters to be much more shallow when catering to 5 players over let's say 25 players I can't help you. A 25 player group is capable of handling more things at once than a 5 player group.

    A 5 player group can only do so much, they can only handle so many different mechanics at once.
  • FishbaitzFishbaitz Member Posts: 229

    Originally posted by RobertDinh

    Unfortunately bookworm your perspective is that of someone that just happily gobbled up what anet said. You can try to sugar coat their death system, but what it all boils down to is making death less of an inconvenience and that makes a game easier. People are not punished harshly for bad play, they are just allowed to mindlessly throw their bodies at encounters until it eventually goes right. As for playing solo, there is nothing wrong with solo play, but this is an mmorpg, it should be focused on mmo play, not solo play, and they've basically catered to the solo mentality by forcing everyone into hybrid roles and forcing a heal slot upon every character. And as for 5 player dungeons, if you can't understand how you have to design encounters to be much more shallow when catering to 5 players over let's say 25 players I can't help you. A 25 player group is capable of handling more things at once than a 5 player group. A 5 player group can only do so much, they can only handle so many different mechanics at once.

    I would like to say, I disagree.

    I believe harsh death penalties only promote cautiose play, not good play. There is a difference. If you are constantly worried about losing your hard earned xp, you will take much less chances, and play it safe all the time. While a light death penalty allows you to be more reckless, take a few more chances, and throw it all to the wind. In FPS games most of the time your death penalty is an impaired K/D and you hurt your team. Yet this doesn't make it any less intense. And in the game types where you only get one life I've seen too many people just sit in a very safe place and camp. That isn't fun to me. If I camp I'm an active camper, I move up, and change position, and I kick ass. Also, if you are up against someone greatly superior, it doesn't matter how many times you run in at them, you are still going to lose. DP does not equate to difficulty.

    Solo play should be optional, but I agree that since it is an MMORPG the majority of the content should be designed for group play. The Personal Story should be fun and all, but that is only a part of the game. Events though should feature some incredible group based PvE. Some of it should be fairly easy, other parts of it though look as if they will be greatly difficult. Large numbers of people coming in, you don't even have to group together to get the benefits, its communal. Everybody working twoards the same goal.

    Its true that content designed for a 25 man raid is different from a 5 man. I'm guessing you don't actually mean 'hangle so many different mechanics at once' since the game is made of them, and a 5 man group runs across the same mechanics as a 25 man group. In a 25 man group you have many more people to get, keep track of, and organize. Every person adds to the 100%, but each person is only 4% of that. So your group can handle more but you are contributing a smaller portion. A 5 man group on the other hand is a more intimate experience and has to be built specifically with that in mind. You can't handle the same things as the 25 man because of your size, but you specifically are contributing to 20% of the groups combat ability. Its more intimate, not more shallow. This one is really all about preference. Neither one is inherintly better than the other because they are two different types of content. Personally, I would like it if there were some larger raids built into GW2, so I could get that larger structured experience in there. But I also love the smaller squade based style of a 5 man. Almost like an old pen and paper. I suppose for those larger PvE raids you could use events as a substitute... An imperfect solution perhaps, but it still seems like fun.

    Right now I would love more info on pvp, because if GW is any indication of PvP in GW2, it should be great.

  • ZeroxinZeroxin Member UncommonPosts: 2,515

    Originally posted by RobertDinh

    Unfortunately bookworm your perspective is that of someone that just happily gobbled up what anet said. You can try to sugar coat their death system, but what it all boils down to is making death less of an inconvenience and that makes a game easier. People are not punished harshly for bad play, they are just allowed to mindlessly throw their bodies at encounters until it eventually goes right. As for playing solo, there is nothing wrong with solo play, but this is an mmorpg, it should be focused on mmo play, not solo play, and they've basically catered to the solo mentality by forcing everyone into hybrid roles and forcing a heal slot upon every character. And as for 5 player dungeons, if you can't understand how you have to design encounters to be much more shallow when catering to 5 players over let's say 25 players I can't help you. A 25 player group is capable of handling more things at once than a 5 player group. A 5 player group can only do so much, they can only handle so many different mechanics at once.

    I guess I can't help you either. You like to spend an hour making a team, I like to have the choice to spend an hr making a team or just a minute, you like to get killed and have all your weapons and armour stripped from you, I like to run the risk of dieing several times in order to try new things.

    What's the difference between a 25 player group and a 5 player group in scalable content??? Seriously what's the difference? It's not like I'm taking a 25 player group through a dungeon made for 5 players, I'm taking a 5 player group through content that is made for 5 players! Meaning they will always meet their match!

    And I wasn't sugar coating the death system, THAT IS THE WAY IT IS. I guess if you don't like it, that's your perogative.

    This is not a game.

  • hulik23hulik23 Member Posts: 45

    i´m going to buy GW 2 because GW 1 was the best mmo experience i have ever had ( played: lotro, aion, champions online, star trek online, warhammer, age of conan ). no matter what i´m going to buy this.

    - i hate make groups. i´m fed up of mmos that require group to make progress! FED UP of ppl in those groups. I pay money because I want to have FUN in MY FREE TIME after I come back home from boring, stupid work ( bowling with friends, really good meal, superb games, etc. = good times and fun)

    -really love idea of online FPS games. you just click server you want to join and theres plenty of players. no waiting times to make group, no silly spending hour to explain what to do to reach the end and still whole group whipe after 5min of playing this "strategy" and other boring, stupid and time wasting nonsense. warhammer was really inovative about those events. u walked in area and automatically joined the ppl who were there. you didnt make it to the end? no problem. you still got xp from those mobs you killed. enjoyable and time saving.

    - NPC henchmen was the best idea ever seen. I really hope that something like that will be in GW 2

    - personal story in which you are the hero? definitely thums up. for example in lotro you are nobody. total numb. just a figure in army because the fellowship made all the hard work. you change nothing, everybody is on the same level as you are, same goals, same everything like everybody else. yeah, personal story, great idea and I really missed that in mmorpgs because it should be still RPG

    - i´m still in progress to complete some titles (achievements) in GW 1 and its still fun after 3 years spent in GW world. really looking forward GW 2 achievements. is it grind? oh yeah, really fun one in GW 1. I hope it will be the same in GW 2 because they will take probably another 5 years to make GW 3 so I have time...and GW is free game so no worries about stupid monthly fees

    - explorable underwater scenery? wow

    - playable norn character? wow

    - world events like christmas/heloween in GW 1 in new coat? holy..... :-D

    - the only thing that I consider as bad and wrong is asura race. please delete it from game. u have still some time. thx ;-)

     

  • RobertDinhRobertDinh Member Posts: 647
    Originally posted by Zeroxin


    Originally posted by RobertDinh

    Unfortunately bookworm your perspective is that of someone that just happily gobbled up what anet said. You can try to sugar coat their death system, but what it all boils down to is making death less of an inconvenience and that makes a game easier. People are not punished harshly for bad play, they are just allowed to mindlessly throw their bodies at encounters until it eventually goes right. As for playing solo, there is nothing wrong with solo play, but this is an mmorpg, it should be focused on mmo play, not solo play, and they've basically catered to the solo mentality by forcing everyone into hybrid roles and forcing a heal slot upon every character. And as for 5 player dungeons, if you can't understand how you have to design encounters to be much more shallow when catering to 5 players over let's say 25 players I can't help you. A 25 player group is capable of handling more things at once than a 5 player group. A 5 player group can only do so much, they can only handle so many different mechanics at once.

    I guess I can't help you either. You like to spend an hour making a team, I like to have the choice to spend an hr making a team or just a minute, you like to get killed and have all your weapons and armour stripped from you, I like to run the risk of dieing several times in order to try new things.

    What's the difference between a 25 player group and a 5 player group in scalable content??? Seriously what's the difference? It's not like I'm taking a 25 player group through a dungeon made for 5 players, I'm taking a 5 player group through content that is made for 5 players! Meaning they will always meet their match!

    And I wasn't sugar coating the death system, THAT IS THE WAY IT IS. I guess if you don't like it, that's your perogative.

     

    As I said before, if you can't understand that you can only handle so many mechanics at once in a 5player group opposed to a 25 player group then you just lack a more fundamental understanding of pve.

    5player group = you can only handle so much responsibility at once. 25 player group - more people, more raid strength, able to handle more mechanics going on at once.
    Originally posted by Fishbaitz


    Originally posted by RobertDinh

    Unfortunately bookworm your perspective is that of someone that just happily gobbled up what anet said. You can try to sugar coat their death system, but what it all boils down to is making death less of an inconvenience and that makes a game easier. People are not punished harshly for bad play, they are just allowed to mindlessly throw their bodies at encounters until it eventually goes right. As for playing solo, there is nothing wrong with solo play, but this is an mmorpg, it should be focused on mmo play, not solo play, and they've basically catered to the solo mentality by forcing everyone into hybrid roles and forcing a heal slot upon every character. And as for 5 player dungeons, if you can't understand how you have to design encounters to be much more shallow when catering to 5 players over let's say 25 players I can't help you. A 25 player group is capable of handling more things at once than a 5 player group. A 5 player group can only do so much, they can only handle so many different mechanics at once.

    I would like to say, I disagree.

    I believe harsh death penalties only promote cautiose play, not good play. There is a difference. If you are constantly worried about losing your hard earned xp, you will take much less chances, and play it safe all the time. While a light death penalty allows you to be more reckless, take a few more chances, and throw it all to the wind. In FPS games most of the time your death penalty is an impaired K/D and you hurt your team. Yet this doesn't make it any less intense. And in the game types where you only get one life I've seen too many people just sit in a very safe place and camp. That isn't fun to me. If I camp I'm an active camper, I move up, and change position, and I kick ass. Also, if you are up against someone greatly superior, it doesn't matter how many times you run in at them, you are still going to lose. DP does not equate to difficulty.

    Solo play should be optional, but I agree that since it is an MMORPG the majority of the content should be designed for group play. The Personal Story should be fun and all, but that is only a part of the game. Events though should feature some incredible group based PvE. Some of it should be fairly easy, other parts of it though look as if they will be greatly difficult. Large numbers of people coming in, you don't even have to group together to get the benefits, its communal. Everybody working twoards the same goal.

    Its true that content designed for a 25 man raid is different from a 5 man. I'm guessing you don't actually mean 'hangle so many different mechanics at once' since the game is made of them, and a 5 man group runs across the same mechanics as a 25 man group. In a 25 man group you have many more people to get, keep track of, and organize. Every person adds to the 100%, but each person is only 4% of that. So your group can handle more but you are contributing a smaller portion. A 5 man group on the other hand is a more intimate experience and has to be built specifically with that in mind. You can't handle the same things as the 25 man because of your size, but you specifically are contributing to 20% of the groups combat ability. Its more intimate, not more shallow. This one is really all about preference. Neither one is inherintly better than the other because they are two different types of content. Personally, I would like it if there were some larger raids built into GW2, so I could get that larger structured experience in there. But I also love the smaller squade based style of a 5 man. Almost like an old pen and paper. I suppose for those larger PvE raids you could use events as a substitute... An imperfect solution perhaps, but it still seems like fun.

    Right now I would love more info on pvp, because if GW is any indication of PvP in GW2, it should be great.

    WHen you have 25 people in a group, you can throw more mechanics at them at a time (mobs to interrupt, fires to dodge, adds to pick up, mind control, etc etc. If you have a 5player group they can only do whatever is humanly possible for 5 players to do at once. You have less interrupts in your arsenal, less players capable of picking up adds, and each mind control has become 20% of the group as opposed to 4%. So yes you are more limited. And yes while in a 5 player group each player has more responsibility percentage wise, in the end they are responsible for dealing with less mechanics then what could be designed for a larger group.
  • DoktorianDoktorian Member Posts: 131

    Originally posted by RobertDinh

    Originally posted by Zeroxin

    Originally posted by RobertDinh

    Unfortunately bookworm your perspective is that of someone that just happily gobbled up what anet said. You can try to sugar coat their death system, but what it all boils down to is making death less of an inconvenience and that makes a game easier. People are not punished harshly for bad play, they are just allowed to mindlessly throw their bodies at encounters until it eventually goes right. As for playing solo, there is nothing wrong with solo play, but this is an mmorpg, it should be focused on mmo play, not solo play, and they've basically catered to the solo mentality by forcing everyone into hybrid roles and forcing a heal slot upon every character. And as for 5 player dungeons, if you can't understand how you have to design encounters to be much more shallow when catering to 5 players over let's say 25 players I can't help you. A 25 player group is capable of handling more things at once than a 5 player group. A 5 player group can only do so much, they can only handle so many different mechanics at once.

    I guess I can't help you either. You like to spend an hour making a team, I like to have the choice to spend an hr making a team or just a minute, you like to get killed and have all your weapons and armour stripped from you, I like to run the risk of dieing several times in order to try new things.

    What's the difference between a 25 player group and a 5 player group in scalable content??? Seriously what's the difference? It's not like I'm taking a 25 player group through a dungeon made for 5 players, I'm taking a 5 player group through content that is made for 5 players! Meaning they will always meet their match!

    And I wasn't sugar coating the death system, THAT IS THE WAY IT IS. I guess if you don't like it, that's your perogative.

     

    As I said before, if you can't understand that you can only handle so many mechanics at once in a 5player group opposed to a 25 player group then you just lack a more fundamental understanding of pve. 5player group = you can only handle so much responsibility at once. 25 player group - more people, more raid strength, able to handle more mechanics going on at once.

     To me, 25 people going into a dungeon sounds like they can just plow through it, whereas 5 people going into a dungeon sounds like more of a challenge. RobertDinh, you really need to play something other than WoW. I mean, in every post you make you say that some mechanic in GW2 isn't going to be good because it isn't a mechanic in WoW. Have you ever played a single player game in your entire life? Wait, let me rephrase that, have you played ANY other game in your entire life?

     

    Frankly, you seem to have no imagination or the willingness to have one. You only know one thing and you know that one thing is succesful, so if something isn't EXACTLY  like that thing, you have to go on a trolling spree.

     

    Everyone, please, from now on just ignore any post from RobertDinh. Let him spam through this entire thread if he wants to. Nothing he says here is relevant and he isn't going to change anybody's mind about the game. So just don't awnser to anything he says. Otherwise he's going to eventually troll up the whole GW2 forum here. 

  • RobertDinhRobertDinh Member Posts: 647
    Originally posted by Doktorian


    Originally posted by RobertDinh


    Originally posted by Zeroxin


    Originally posted by RobertDinh

    Unfortunately bookworm your perspective is that of someone that just happily gobbled up what anet said. You can try to sugar coat their death system, but what it all boils down to is making death less of an inconvenience and that makes a game easier. People are not punished harshly for bad play, they are just allowed to mindlessly throw their bodies at encounters until it eventually goes right. As for playing solo, there is nothing wrong with solo play, but this is an mmorpg, it should be focused on mmo play, not solo play, and they've basically catered to the solo mentality by forcing everyone into hybrid roles and forcing a heal slot upon every character. And as for 5 player dungeons, if you can't understand how you have to design encounters to be much more shallow when catering to 5 players over let's say 25 players I can't help you. A 25 player group is capable of handling more things at once than a 5 player group. A 5 player group can only do so much, they can only handle so many different mechanics at once.

    I guess I can't help you either. You like to spend an hour making a team, I like to have the choice to spend an hr making a team or just a minute, you like to get killed and have all your weapons and armour stripped from you, I like to run the risk of dieing several times in order to try new things.

    What's the difference between a 25 player group and a 5 player group in scalable content??? Seriously what's the difference? It's not like I'm taking a 25 player group through a dungeon made for 5 players, I'm taking a 5 player group through content that is made for 5 players! Meaning they will always meet their match!

    And I wasn't sugar coating the death system, THAT IS THE WAY IT IS. I guess if you don't like it, that's your perogative.

     

    As I said before, if you can't understand that you can only handle so many mechanics at once in a 5player group opposed to a 25 player group then you just lack a more fundamental understanding of pve. 5player group = you can only handle so much responsibility at once. 25 player group - more people, more raid strength, able to handle more mechanics going on at once.

     To me, 25 people going into a dungeon sounds like they can just plow through it, whereas 5 people going into a dungeon sounds like more of a challenge. RobertDinh, you really need to play something other than WoW. I mean, in every post you make you say that some mechanic in GW2 isn't going to be good because it isn't a mechanic in WoW. Have you ever played a single player game in your entire life? Wait, let me rephrase that, have you played ANY other game in your entire life?

     

    Frankly, you seem to have no imagination or the willingness to have one. You only know one thing and you know that one thing is succesful, so if something isn't EXACTLY  like that thing, you have to go on a trolling spree.

     

    Everyone, please, from now on just ignore any post from RobertDinh. Let him spam through this entire thread if he wants to. Nothing he says here is relevant and he isn't going to change anybody's mind about the game. So just don't awnser to anything he says. Otherwise he's going to eventually troll up the whole GW2 forum here. 

     

    I wish people didn't perpetuate this kind of ignorance so frequently.

    1. A dungeon designed for 25 players and designed to be challenging won't be plowed through.

    2. A mechanic in gw2 that is weak is weak regardless of what it is compared to.

    3. I've been playing MMOs since UO, how long have you been playing them? Do you really automatically assume people are inexperienced just because they happen not to gobble up the hype mindlessly? If anything it is the inexperienced players that gobble it up, not the ones that question what they hear.

    4. I hate your whole mentality, are people really so sheepish that you feel the need to alert them and try to dictate what they do when they encounter a post by me? And also just because someone looks at things objectively doesn't mean they are a troll.

    bottom line: gain more experience and look at things from an objective view.
  • MMO.MaverickMMO.Maverick Member CommonPosts: 7,619

    Originally posted by Doktorian

     Frankly, you seem to have no imagination or the willingness to have one. You only know one thing and you know that one thing is succesful, so if something isn't EXACTLY  like that thing, you have to go on a trolling spree.

     

    Everyone, please, from now on just ignore any post from RobertDinh. Let him spam through this entire thread if he wants to. Nothing he says here is relevant and he isn't going to change anybody's mind about the game. So just don't awnser to anything he says. Otherwise he's going to eventually troll up the whole GW2 forum here. 

    It looks like he indeed has trouble realising that GW2 won't be like a WoW, and that if he likes WoW and all its gameplay mechanics, then he'll have to either adapt to a different style of gameplay, namely ANet's interpretation and implementation of what they think will make an entertaining MMO, or else just skip this MMO and stick with WoW for the upcoming years.

    The ACTUAL size of MMORPG worlds: a comparison list between MMO's

    The ease with which predictions are made on these forums:
    Fratman: "I'm saying Spring 2012 at the earliest [for TOR release]. Anyone still clinging to 2011 is deluding themself at this point."

  • RobertDinhRobertDinh Member Posts: 647
    Originally posted by cyphers


    Originally posted by Doktorian



     Frankly, you seem to have no imagination or the willingness to have one. You only know one thing and you know that one thing is succesful, so if something isn't EXACTLY  like that thing, you have to go on a trolling spree.
     
    Everyone, please, from now on just ignore any post from RobertDinh. Let him spam through this entire thread if he wants to. Nothing he says here is relevant and he isn't going to change anybody's mind about the game. So just don't awnser to anything he says. Otherwise he's going to eventually troll up the whole GW2 forum here. 

    It looks like he indeed has trouble realising that GW2 won't be like a WoW, and that if he likes WoW and all its gameplay mechanics, then he'll have to either adapt to a different style of gameplay, namely ANet's interpretation and implementation of what they think will make an entertaining MMO, or else just skip this MMO and stick with WoW for the upcoming years.

     

    Yea anyone that questions gw2's mechanics must automatically love wow. :rolls eyes: The funny thing is, is that the people that sorta mindlessly buy into the gw2 hype and defend it even though they aren't using sound logic, are no different than the people on the wow forums that defend wow to the death. Same mentality just a different game. And this is who anet is probably going to cater to, the casual who won't ask too many questions and will just say "oh man this is awesome cause anet did it"
  • MMO.MaverickMMO.Maverick Member CommonPosts: 7,619

    Originally posted by RobertDinh

     Yea anyone that questions gw2's mechanics must automatically love wow. :rolls eyes:

    Not true. But in your case, most of your references were towards WoW and your posts seem to indicate that you liked very much those gameplay aspects of WoW. Aspects that you seem to miss in GW, and you don't like it.

    So, once again: GW2 will be not like WoW in quite a number of gameplay aspects. Accept it.

    The ACTUAL size of MMORPG worlds: a comparison list between MMO's

    The ease with which predictions are made on these forums:
    Fratman: "I'm saying Spring 2012 at the earliest [for TOR release]. Anyone still clinging to 2011 is deluding themself at this point."

  • RobertDinhRobertDinh Member Posts: 647
    Originally posted by cyphers


    Originally posted by RobertDinh



     Yea anyone that questions gw2's mechanics must automatically love wow. :rolls eyes:

    Not true. But in your case, most of your references were towards WoW and your posts seem to indicate that you liked very much those gameplay aspects of WoW. Aspects that you seem to miss in GW, and you don't like it.

    So, once again: GW2 will be not like WoW in quite a number of gameplay aspects. Accept it.

     

    This is just a matter of you not understanding what you read. A reference to wow is often used by many people, because guess what? WoW holds the biggest piece of the pie. But the points I make are not solely related to wow, they are related to the mmorpg industry. If anyone needs to accept anything, it would be the gw2 fans who think anet can do no wrong. There are a lot of flaws with their current ideas, heaven forbid there are a few people that are above average that can understand that.
  • VyronVyron Member Posts: 55

    /ponders locking this thread

    This topic is about a GW2 vid, not about one another's experience in certain MMO's.

  • Loke666Loke666 Member EpicPosts: 21,441

    Originally posted by cyphers

    Not true. But in your case, most of your references were towards WoW and your posts seem to indicate that you liked very much those gameplay aspects of WoW. Aspects that you seem to miss in GW, and you don't like it.

    So, once again: GW2 will be not like WoW in quite a number of gameplay aspects. Accept it.

    That is the best thing with GW2 and I don't see why even a great Wow fan should protest against that.

    If you want a new game that is as close to Wow as possible there are already many like that on the market and even more in the making. Well, all released did fail of course but my point is that it is good that some games differs and offers a different kind of gameplay.

    Even if you really loves Wow a game that offers a very different play (with no monthly fee) can be a great break at times. If you just want to play Wow and nothing else you wont try anything no matter either.

    Diversion is great, if more companies would do it the MMO genre would be larger and more alive. I am looking forward to this game but even if you are not some real competition is just good for everyone. Competition will also force the devs of existing games to better their games and we all know that they will borrow the features that are best.

    GW2 might or might not be a great game but it is together with a few other upcoming games (like WoDO) the start of something new: Change. And I for one look forward to see how the genre will change in the next 10 years, this is just the beginning.

  • DoktorianDoktorian Member Posts: 131

    Originally posted by RobertDinh

     

    And also just because someone looks at things objectively doesn't mean they are a troll. bottom line: gain more experience and look at things from an objective view.

     Yeah, an objective view of WoW. Seriously RobertDinh, you seem to be the inexperienced one here. The way you post you seem to be all knowing. I have played many, many games with many, many different mechanics and I never complained once before playing a new game because it didn't have something another one didn't. Now I know that my following examples aren't MMO's, but if you read through my post you'll find out why.

     

    First let's take the legend of Zelda. Great RPG game. I'm not a complete fanatic about it but it's fun and challenging nonetheless. The game is more about puzzle solving than fighting yet the fighting is still quite tough, especially on bosses. Now let's take something like TES: Oblivion. Another great RPG. It's more of a hack'n'slash game than a puzzle game like Zelda. Yet it's equally fun and challenging, why? Because the games were made to be challenging even though they emphasized on different mechanics and gameplay styles. In Zelda you had to look for hearts to get health, and they weren't too easy to find. Oblivion had spells that you could use to heal yourself, does that mean that it was an easier game? Of course not, you could run out of MP or the monsters you do such high damage that it would kill you in one hit, or the monsters could've hit you faster than you could heal. So far your idea about less challenging gameplay seems to be not a good use for an argument anymore...

     

    Now even though those were Single Player games, they still fit with what I'm trying to tell you RobertDinh. They were both RPG's and they both had different gameplay styles and mechanics, but were either of them easier? NO! RobertDinh your arguments on the subject of challenge are no longer useful as you just read in my post and I just find everything you say to be very ignorant. You tell the rest of us we're ignorant because we believe that this game can pull it off. Even if it doesn't, we still know it's possible. Everything GW2 says is completely possible and it's very possible that the game will work just like they say. Your the one being ignorant because your saying it's impossible. And don't say you aren't because you are as I've just shown in this post.

     

    Oh dammit, I just broke my rule about not posting to you anymore...

  • ZeroxinZeroxin Member UncommonPosts: 2,515

    Originally posted by RobertDinh

    Originally posted by cyphers

    Originally posted by RobertDinh



     Yea anyone that questions gw2's mechanics must automatically love wow. :rolls eyes:

    Not true. But in your case, most of your references were towards WoW and your posts seem to indicate that you liked very much those gameplay aspects of WoW. Aspects that you seem to miss in GW, and you don't like it.

    So, once again: GW2 will be not like WoW in quite a number of gameplay aspects. Accept it.

     

    This is just a matter of you not understanding what you read. A reference to wow is often used by many people, because guess what? WoW holds the biggest piece of the pie. But the points I make are not solely related to wow, they are related to the mmorpg industry. If anyone needs to accept anything, it would be the gw2 fans who think anet can do no wrong. There are a lot of flaws with their current ideas, heaven forbid there are a few people that are above average that can understand that.

    Sooo.. You've basically just said; Anet's design philosophy for dungeons is wrong, i'm right and all you guys arguing with me are blind fanboys?

    Go get your head out your ass.

    /signed off.

    This is not a game.

This discussion has been closed.