The guys fighting over pass/fail mechanics are like a binary programmer debating against a C++ programmer over a certain function
Honestly, what other possible outcome could there be in a mission other than to pass it or to fail it? I don't see anything in between or beyond that, but what can be done is to make the experience of passing and failing less mechanical, which is what GW2 is doing.
Don't discredit ANet for the efforts they have put into this. Dynamic Events are just what we need right now, in an ocean of MMOs with static quest givers and scenarios (unless directly modified by developers). True, at certain points in time the quest you've already done will come back, making it seem like the old "repeateble quest" at that point, but come on dude, give others a chance to play what you have played! Even if we say it does look cyclical, it is carried out wonderfully and logically.
Try to revisit Dynamic Events. Don't strip down the enhancement and be blinded by "what you already know".
The guys fighting over pass/fail mechanics are like a binary programmer debating against a C++ programmer over a certain function
Honestly, what other possible outcome could there be in a mission other than to pass it or to fail it? I don't see anything in between or beyond that, but what can be done is to make the experience of passing and failing less mechanical, which is what GW2 is doing.
Don't discredit ANet for the efforts they have put into this. Dynamic Events are just what we need right now, in an ocean of MMOs with static quest givers and scenarios (unless directly modified by developers). True, at certain points in time the quest you've already done will come back, making it seem like the old "repeateble quest" at that point, but come on dude, give others a chance to play what you have played! Even if we say it does look cyclical, it is carried out wonderfully and logically.
Try to revisit Dynamic Events. Don't strip down the enhancement and be blinded by "what you already know".
The guys fighting over pass/fail mechanics are like a binary programmer debating against a C++ programmer over a certain function
Honestly, what other possible outcome could there be in a mission other than to pass it or to fail it? I don't see anything in between or beyond that, but what can be done is to make the experience of passing and failing less mechanical, which is what GW2 is doing.
Don't discredit ANet for the efforts they have put into this. Dynamic Events are just what we need right now, in an ocean of MMOs with static quest givers and scenarios (unless directly modified by developers). True, at certain points in time the quest you've already done will come back, making it seem like the old "repeateble quest" at that point, but come on dude, give others a chance to play what you have played! Even if we say it does look cyclical, it is carried out wonderfully and logically.
Try to revisit Dynamic Events. Don't strip down the enhancement and be blinded by "what you already know".
The guys fighting over pass/fail mechanics are like a binary programmer debating against a C++ programmer over a certain function
Honestly, what other possible outcome could there be in a mission other than to pass it or to fail it? I don't see anything in between or beyond that, but what can be done is to make the experience of passing and failing less mechanical, which is what GW2 is doing.
Don't discredit ANet for the efforts they have put into this. Dynamic Events are just what we need right now, in an ocean of MMOs with static quest givers and scenarios (unless directly modified by developers). True, at certain points in time the quest you've already done will come back, making it seem like the old "repeateble quest" at that point, but come on dude, give others a chance to play what you have played! Even if we say it does look cyclical, it is carried out wonderfully and logically.
Try to revisit Dynamic Events. Don't strip down the enhancement and be blinded by "what you already know".
The guys fighting over pass/fail mechanics are like a binary programmer debating against a C++ programmer over a certain function
Honestly, what other possible outcome could there be in a mission other than to pass it or to fail it? I don't see anything in between or beyond that, but what can be done is to make the experience of passing and failing less mechanical, which is what GW2 is doing.
Don't discredit ANet for the efforts they have put into this. Dynamic Events are just what we need right now, in an ocean of MMOs with static quest givers and scenarios (unless directly modified by developers). True, at certain points in time the quest you've already done will come back, making it seem like the old "repeateble quest" at that point, but come on dude, give others a chance to play what you have played! Even if we say it does look cyclical, it is carried out wonderfully and logically.
Try to revisit Dynamic Events. Don't strip down the enhancement and be blinded by "what you already know".
The guys fighting over pass/fail mechanics are like a binary programmer debating against a C++ programmer over a certain function
Honestly, what other possible outcome could there be in a mission other than to pass it or to fail it? I don't see anything in between or beyond that, but what can be done is to make the experience of passing and failing less mechanical, which is what GW2 is doing.
Don't discredit ANet for the efforts they have put into this. Dynamic Events are just what we need right now, in an ocean of MMOs with static quest givers and scenarios (unless directly modified by developers). True, at certain points in time the quest you've already done will come back, making it seem like the old "repeateble quest" at that point, but come on dude, give others a chance to play what you have played! Even if we say it does look cyclical, it is carried out wonderfully and logically.
Try to revisit Dynamic Events. Don't strip down the enhancement and be blinded by "what you already know".
The guys fighting over pass/fail mechanics are like a binary programmer debating against a C++ programmer over a certain function
Honestly, what other possible outcome could there be in a mission other than to pass it or to fail it? I don't see anything in between or beyond that, but what can be done is to make the experience of passing and failing less mechanical, which is what GW2 is doing. It's what the others are pointing out.
Don't discredit ANet for the efforts they have put into this. Dynamic Events are just what we need right now, in an ocean of MMOs with static quest givers and scenarios (unless directly modified by developers). True, at certain points in time the quest you've already done will come back, making it seem like the old "repeateble quest" at that point, but come on dude, give others a chance to play what you have played! Even if we say it does look cyclical, it is carried out wonderfully and logically.
Try to revisit Dynamic Events. Don't strip down the enhancement and be blinded by "what you already know".
A timer is still pass/fail, you either get it to a stage where it does 1 thing, or you don't, and it does something else.
Jetrpg already commented on my earlier post that some quests/dungeons will have more than just 2 outcomes.
As cyphers and many others have already stated: since event-chains can affect each other it creates a possibility that an event may or may not have the same initial state as it had previously.
For example the siege engines may or may not be usable against the Shatterer depending on some other event-chain entirely.
Sure timer is a pass/fail, can it be anything else? Would anyone expect anything different? What was the point of this red herring?
I skate to where the puck is going to be, not where it has been-Wayne Gretzky
The guys fighting over pass/fail mechanics are like a binary programmer debating against a C++ programmer over a certain function
Honestly, what other possible outcome could there be in a mission other than to pass it or to fail it? I don't see anything in between or beyond that, but what can be done is to make the experience of passing and failing less mechanical, which is what GW2 is doing.
Don't discredit ANet for the efforts they have put into this. Dynamic Events are just what we need right now, in an ocean of MMOs with static quest givers and scenarios (unless directly modified by developers). True, at certain points in time the quest you've already done will come back, making it seem like the old "repeateble quest" at that point, but come on dude, give others a chance to play what you have played! Even if we say it does look cyclical, it is carried out wonderfully and logically.
Try to revisit Dynamic Events. Don't strip down the enhancement and be blinded by "what you already know".
The guys fighting over pass/fail mechanics are like a binary programmer debating against a C++ programmer over a certain function
Honestly, what other possible outcome could there be in a mission other than to pass it or to fail it? I don't see anything in between or beyond that, but what can be done is to make the experience of passing and failing less mechanical, which is what GW2 is doing.
Don't discredit ANet for the efforts they have put into this. Dynamic Events are just what we need right now, in an ocean of MMOs with static quest givers and scenarios (unless directly modified by developers). True, at certain points in time the quest you've already done will come back, making it seem like the old "repeateble quest" at that point, but come on dude, give others a chance to play what you have played! Even if we say it does look cyclical, it is carried out wonderfully and logically.
Try to revisit Dynamic Events. Don't strip down the enhancement and be blinded by "what you already know".
The guys fighting over pass/fail mechanics are like a binary programmer debating against a C++ programmer over a certain function
Honestly, what other possible outcome could there be in a mission other than to pass it or to fail it? I don't see anything in between or beyond that, but what can be done is to make the experience of passing and failing less mechanical, which is what GW2 is doing.
Don't discredit ANet for the efforts they have put into this. Dynamic Events are just what we need right now, in an ocean of MMOs with static quest givers and scenarios (unless directly modified by developers). True, at certain points in time the quest you've already done will come back, making it seem like the old "repeateble quest" at that point, but come on dude, give others a chance to play what you have played! Even if we say it does look cyclical, it is carried out wonderfully and logically.
Try to revisit Dynamic Events. Don't strip down the enhancement and be blinded by "what you already know".
The guys fighting over pass/fail mechanics are like a binary programmer debating against a C++ programmer over a certain function
Honestly, what other possible outcome could there be in a mission other than to pass it or to fail it? I don't see anything in between or beyond that, but what can be done is to make the experience of passing and failing less mechanical, which is what GW2 is doing.
Don't discredit ANet for the efforts they have put into this. Dynamic Events are just what we need right now, in an ocean of MMOs with static quest givers and scenarios (unless directly modified by developers). True, at certain points in time the quest you've already done will come back, making it seem like the old "repeateble quest" at that point, but come on dude, give others a chance to play what you have played! Even if we say it does look cyclical, it is carried out wonderfully and logically.
Try to revisit Dynamic Events. Don't strip down the enhancement and be blinded by "what you already know".
The guys fighting over pass/fail mechanics are like a binary programmer debating against a C++ programmer over a certain function
Honestly, what other possible outcome could there be in a mission other than to pass it or to fail it? I don't see anything in between or beyond that, but what can be done is to make the experience of passing and failing less mechanical, which is what GW2 is doing.
Don't discredit ANet for the efforts they have put into this. Dynamic Events are just what we need right now, in an ocean of MMOs with static quest givers and scenarios (unless directly modified by developers). True, at certain points in time the quest you've already done will come back, making it seem like the old "repeateble quest" at that point, but come on dude, give others a chance to play what you have played! Even if we say it does look cyclical, it is carried out wonderfully and logically.
Try to revisit Dynamic Events. Don't strip down the enhancement and be blinded by "what you already know".
The guys fighting over pass/fail mechanics are like a binary programmer debating against a C++ programmer over a certain function
Honestly, what other possible outcome could there be in a mission other than to pass it or to fail it? I don't see anything in between or beyond that, but what can be done is to make the experience of passing and failing less mechanical, which is what GW2 is doing.
Don't discredit ANet for the efforts they have put into this. Dynamic Events are just what we need right now, in an ocean of MMOs with static quest givers and scenarios (unless directly modified by developers). True, at certain points in time the quest you've already done will come back, making it seem like the old "repeateble quest" at that point, but come on dude, give others a chance to play what you have played! Even if we say it does look cyclical, it is carried out wonderfully and logically.
Try to revisit Dynamic Events. Don't strip down the enhancement and be blinded by "what you already know".
Honestly, what other possible outcome could there be in a mission other than to pass it or to fail it?
Different ways to complete it - Who knows? All I know is that allowing more than 2 outcomes could make things complicated under the hood.
I skate to where the puck is going to be, not where it has been-Wayne Gretzky
Except... Pass/Fail is incorrect. Fail branches out into new content I.E. scripted event and Pass goes into another direction. It isn't the "Mechanics of the issue" that people are excited about. It's the fact that even after a player passes the farm where the event is happening, they can come back later and something different will be going on. No other game can make that claim.
In fact, since you have a terrible habit of picking and choosing what you want to hear, I'll do you one better. Even given the fact that eventually, you are absolutely positively bound to do the same event in the same place without trying to be present for that event in particular...
It doesn't change the fact that there are certain events that are worth based on fun factor in every game I have spent time in, that I would want to do a second, third and fourth time but cannot without making a new character. GW2 effectively puts the chance in the game that regardless of what quest it is that you like or dislike, you can choose to do it either a hundred times - or none by just walking away. DE's are part of a choice, and choice is what gamers have demanded - choice is what GW2 allegedly offers.
Cyclical events may to you, be mechanically boring but to 9/10 people they sound like a blast. However, I am sure you will find some way to pad your ego out of this post, effectively insulting me in the process because you are incapable of holding an objective conversation.
Good day to you sir.
Looks like you aren't grasping the pass/fail mechanic at play. You pass or fail and the next chapter in the event takes place, then you can pass/fail that and then a chapter takes place... etc etc...
It is pass/fail. If you were supposed to defend an outpost from centaurs and they take over it and the outpost is razed. It is failing that event, and then the next chapter in the dynamic quest will begin.
You have cited multiple times that Pass/Fail is "Just like quests in other MMORPGs" - What you just said, is nothing like any other MMORPG.
If what you just said is your actual definition of Pass/Fail then you may want to go back and edit some of your earlier topics on the same subject lest you are left to contradict yourself...
People think it's fun to pretend your a monster. Me I spend my life pretending I'm not. - Dexter Morgan
actually it is not phasing it is a completly different storiy with different paths that changes dynamicly, supposedly anyways. You have to play the story mode to unlock the Explorer version. only people who have beat the story mode can group up for the alternate dungeon. Only parts I am aware that use some sort of phasing technology is everything tied to your personal story.
by my understanding its not phase. if a dragon has laid waste to a town that you wanted to pick up quests in then they arent there. its not that the game changes for your personal story as you progress through the game. its that the world changes for everyone and that effects the personal story that your character goes through. you compare it to WoW where you do quests and it changes the world for your character, but every character in wow has there own version of this phasing. Instead consider that the world is constantly changing for everyone and this effects the questing system itself. what if you were to do a quest chain but an npc that you were going to get your next quest from is dead and this opens up getting revenge for him which in turns gives you a completely new quest chain to do that would not have been open if the npc was alive (and at an unknown number of points this system can change your quests and make a for more unique personal story for that character). the point of it being DYNAMIC is that it changes without you and you have to get in the world and change with it. No more creating ults and just zombie leveling through the EXACT same quests you did before, instead consider a world where needs are created and removed deciding what quests are available for you to do.
Personal story is a seperate system from dynamic events, most personal story takes place in instances. The part I was refering to about phasing is getting your own section of a district in divinities reach that only you can see unless you invite friends into it. This area relates around all your achievements in your personal story. There is no actual phasing in the open world I am aware of unless they sneak you into instance without load screens for your personal story. There is the world story(dynamic events) and your own Personal story that relates only to you. As far as I have heard dynamic events have no impact on your personal story. Only real effect it has is directing you towards objectives for your personal story as you are doing dynamic events. I get the feeling Anet is trying to make the personal story more discovery related than giving you all the details in a quest text.
not to mention he was discussing phasing in dungeons which I haven't seen, as far as I know the Story dungeon and the Explorer dungeon will be seperate dungeons. Dynamic events has no effect on instances. You are getting your game mechanics mixed up. Dynamic events only effect the world and the world doesn't effect any of the other mechanics.
actually it is not phasing it is a completly different storiy with different paths that changes dynamicly, supposedly anyways. You have to play the story mode to unlock the Explorer version. only people who have beat the story mode can group up for the alternate dungeon. Only parts I am aware that use some sort of phasing technology is everything tied to your personal story.
by my understanding its not phase. if a dragon has laid waste to a town that you wanted to pick up quests in then they arent there. its not that the game changes for your personal story as you progress through the game. its that the world changes for everyone and that effects the personal story that your character goes through. you compare it to WoW where you do quests and it changes the world for your character, but every character in wow has there own version of this phasing. Instead consider that the world is constantly changing for everyone and this effects the questing system itself. what if you were to do a quest chain but an npc that you were going to get your next quest from is dead and this opens up getting revenge for him which in turns gives you a completely new quest chain to do that would not have been open if the npc was alive (and at an unknown number of points this system can change your quests and make a for more unique personal story for that character). the point of it being DYNAMIC is that it changes without you and you have to get in the world and change with it. No more creating ults and just zombie leveling through the EXACT same quests you did before, instead consider a world where needs are created and removed deciding what quests are available for you to do.
Personal story is a seperate system from dynamic events, most personal story takes place in instances. The part I was refering to about phasing is getting your own section of a district in divinities reach that only you can see unless you invite friends into it. This area relates around all your achievements in your personal story. There is no actual phasing in the open world I am aware of unless they sneak you into instance without load screens for your personal story. There is the world story(dynamic events) and your own Personal story that relates only to you. As far as I have heard dynamic events have no impact on your personal story. Only real effect it has is directing you towards objectives for your personal story as you are doing dynamic events. I get the feeling Anet is trying to make the personal story more discovery related than giving you all the details in a quest text.
not to mention he was discussing phasing in dungeons which I haven't seen, as far as I know the Story dungeon and the Explorer dungeon will be seperate dungeons. Dynamic events has no effect on instances. You are getting your game mechanics mixed up. Dynamic events only effect the world and the world doesn't effect any of the other mechanics.
Explorer mode of a dungeon is completely dynamic with multiple outcomes. its all based on cause and effect as you go through it to decide how it will all play out.
I know that, the guy I was replying to thought the explore mode was a phasing thing for only people who completed story if they played with people who didn't complete story. I was trying to point out that they are seperate dungeons with no phasing. the explore or story mode still doesn't affect your personal story though. Story mode covers more of the main story of GW2, I imagine about the group of five heroes we see in the Race Trailer. The explore I imagine is just a more dynamic side story not related to the overall story. Arena Net will probably use explore mode to flesh out lore and backstory.
Except... Pass/Fail is incorrect. Fail branches out into new content I.E. scripted event and Pass goes into another direction. It isn't the "Mechanics of the issue" that people are excited about. It's the fact that even after a player passes the farm where the event is happening, they can come back later and something different will be going on. No other game can make that claim.
In fact, since you have a terrible habit of picking and choosing what you want to hear, I'll do you one better. Even given the fact that eventually, you are absolutely positively bound to do the same event in the same place without trying to be present for that event in particular...
It doesn't change the fact that there are certain events that are worth based on fun factor in every game I have spent time in, that I would want to do a second, third and fourth time but cannot without making a new character. GW2 effectively puts the chance in the game that regardless of what quest it is that you like or dislike, you can choose to do it either a hundred times - or none by just walking away. DE's are part of a choice, and choice is what gamers have demanded - choice is what GW2 allegedly offers.
Cyclical events may to you, be mechanically boring but to 9/10 people they sound like a blast. However, I am sure you will find some way to pad your ego out of this post, effectively insulting me in the process because you are incapable of holding an objective conversation.
Good day to you sir.
Looks like you aren't grasping the pass/fail mechanic at play. You pass or fail and the next chapter in the event takes place, then you can pass/fail that and then a chapter takes place... etc etc...
It is pass/fail. If you were supposed to defend an outpost from centaurs and they take over it and the outpost is razed. It is failing that event, and then the next chapter in the dynamic quest will begin.
You have cited multiple times that Pass/Fail is "Just like quests in other MMORPGs" - What you just said, is nothing like any other MMORPG.
If what you just said is your actual definition of Pass/Fail then you may want to go back and edit some of your earlier topics on the same subject lest you are left to contradict yourself...
Rein I am sorry you don't understand the very simple and basic concept of passing and failing an event.
You are basically hung up on the name of dynamic events in gw2, and the fluff from things like the manifesto. "But it says it is dynamic!!! How can it be pass/fail??!?!?!" Look at the actual mechanics, instead of what you are HOPING for.
You have cited multiple times that Pass/Fail is "Just like quests in other MMORPGs" - What you just said, is nothing like any other MMORPG.
If what you just said is your actual definition of Pass/Fail then you may want to go back and edit some of your earlier topics on the same subject lest you are left to contradict yourself...
Rein I am sorry you don't understand the very simple and basic concept of passing and failing an event.
You are basically hung up on the name of dynamic events in gw2, and the fluff from things like the manifesto. "But it says it is dynamic!!! How can it be pass/fail??!?!?!" Look at the actual mechanics, instead of what you are HOPING for.
Way to pass ad hominem. Still doesn't make you very convincing.
I skate to where the puck is going to be, not where it has been-Wayne Gretzky
There is a pass/fail mechanic set into dynamic events. Even Arenanet says there is, if you fail to help something you will not have access to the rewards, you will not have access to any content that may open up on a pass. You really should read a bit more. Even in the GDC demo you can spot the little checklist to the right, this is whether a part has been passed or has been failed. Of course they won't show a failure.
Your term for "Fail" can also be different. I personally think that dying is a form of failure unless you're trying to incite your "fight for your life" mechanic. Another failure might be that you didn't contribute the highest amount to the event. It's all a point of view. Even though the game may not see it the same way your mind will. So maybe you should start by defining what a failure is? Do you only think you fail when the game says you do? What about all those times you lost a roll for gear? Is that not a failure to you? It would be to me.
Perhaps you could reverse it and think the other way. A pass could mean different things to different people. You could say that you pass even if the event fails by getting the highest rank of participation in the event. This all is a point of view and not everyone believe that the game is the only thing that decides whether you pass or fail. But then again, the game is the only thing that can award you with eq/xp/monies so it still is the only one that truly counts.
GW2 is PvP game, that's not for everyone...WoWis big for it's PvE.
WRONG.
GW is a PvP game. GW2 is predominantly a PvE game. GW was NOT an MMORPG, GW2 WILL be.
I'm just sayin'.......
Frankly, I couldn't give two shits and a fuck what anyone says about EITHER game, GW2 OR WoW. Because they're all just OPINIONS. I know what I PERSONALLY like in a game. And either a game HAS those things.....or it doesn't. And all the opinions on this site that are fanboi fanatical or hater vitriolic.....are just meaningless chatter to me when it comes to determining what I.....I.....will play.
WoW has dropped the ball with many things that I enjoy in the genre. We'll SEE....we'll SEE....how GW2 does. From what I can tell, they're making an MMO that is almost TAILORED to my preferences. But can I say that for SURE yet??? NO....I haven't gotten to PLAY it.
WoW, on the other hand, I have played for years, and if GW2 ends up being all I think it will be.....WoW can suck a fat one for all I care. Will Blizzard go bankrupt? Oh FFS no. Will GW2 "kill WoW".....now that's just an idiotic thing to even think. Do any of these things matter to me in the least as far as deciding what I'll play?
You have cited multiple times that Pass/Fail is "Just like quests in other MMORPGs" - What you just said, is nothing like any other MMORPG.
If what you just said is your actual definition of Pass/Fail then you may want to go back and edit some of your earlier topics on the same subject lest you are left to contradict yourself...
Rein I am sorry you don't understand the very simple and basic concept of passing and failing an event.
You are basically hung up on the name of dynamic events in gw2, and the fluff from things like the manifesto. "But it says it is dynamic!!! How can it be pass/fail??!?!?!" Look at the actual mechanics, instead of what you are HOPING for.
Way to pass ad hominem. Still doesn't make you very convincing.
Thank you, Quirhid
This RobertDinh guy has been trying to twist peoples words in order to make his own sound correct long since before I began to start conversations with him. He is a classic case of YOU CAN'T BE BETTER THAN ME guy. If he would stop trying to convice the world that everyone else is wrong and only he is right he might realize that people agree with him on certain points but are trying to start an objective conversation.
The fact of the matter is, it is Dynamic because it changes based on the players interaction. We know that it doesn't trigger some kind of butterfly effect across the game world, you are retarded if you believe otherwise. Pass/Fail means that if you Pass it, you move on to the next part or complete the task - if you Fail it, you have to repeat or you completely fail the task.
The reason so many people are disputing your line of thinking is that you are hung up on making sure people think just like you. When in fact, people are smarter than that. I understand your point, and agree with it - but people are still going to dispute your way of thinking, not because it goes against their "Fanboyisms" but because it is indeed THEIR way of thinking.
It's called a constructive conversation, I mean jesus dude - it's like trying to explain to 5 year old that chicken and steak come from two different animals. Then you reply "BUT THEY COME FROM THE SAME FARM". However, since I have provided this example you will state to me that the chicken and the cow are obviously two different animals. However I am curious to know what you have left now that I have covered all my bases.
Sorry, it is not the same.
Here, let me simplify it for you - You ATTEMPT to berate anyone you believe doesn't share your way of thinking. They attempt to turn the conversation into a constructive one. You continue to berate them by taking words they have clearly just said, and repeat it back to them in a different way than the one they just said it. You are either the worlds most persistant troll, or actually mentally deficient. I mean that in the nicest way possible.
Another example. If you FAIL a test, what happens? You have to compensate for it with better grades in the future, or retake it.
If you PASS a test, what happens? You attempt to pass the next test.
One last example, just to make sure we are on the same page.
If you PASS a physical, you can go play football.
If you FAIL a physical, you can go sit on the couch and eat doritos.
Do you understand? You can not still play Football if you fail a physical, but with Dynamic events you can still continue to participate in a different form even with a fail.
Then again, I just wasted a lot of time and will be insulted for my effort - apologies.
People think it's fun to pretend your a monster. Me I spend my life pretending I'm not. - Dexter Morgan
You have cited multiple times that Pass/Fail is "Just like quests in other MMORPGs" - What you just said, is nothing like any other MMORPG.
If what you just said is your actual definition of Pass/Fail then you may want to go back and edit some of your earlier topics on the same subject lest you are left to contradict yourself...
Rein I am sorry you don't understand the very simple and basic concept of passing and failing an event.
You are basically hung up on the name of dynamic events in gw2, and the fluff from things like the manifesto. "But it says it is dynamic!!! How can it be pass/fail??!?!?!" Look at the actual mechanics, instead of what you are HOPING for.
Way to pass ad hominem. Still doesn't make you very convincing.
Thank you, Quirhid
This RobertDinh guy has been trying to twist peoples words in order to make his own sound correct long since before I began to start conversations with him. He is a classic case of YOU CAN'T BE BETTER THAN ME guy. If he would stop trying to convice the world that everyone else is wrong and only he is right he might realize that people agree with him on certain points but are trying to start an objective conversation.
The fact of the matter is, it is Dynamic because it changes based on the players interaction. We know that it doesn't trigger some kind of butterfly effect across the game world, you are retarded if you believe otherwise. Pass/Fail means that if you Pass it, you move on to the next part or complete the task - if you Fail it, you have to repeat or you completely fail the task.
The reason so many people are disputing your line of thinking is that you are hung up on making sure people think just like you. When in fact, people are smarter than that. I understand your point, and agree with it - but people are still going to dispute your way of thinking, not because it goes against their "Fanboyisms" but because it is indeed THEIR way of thinking.
It's called a constructive conversation, I mean jesus dude - it's like trying to explain to 5 year old that chicken and steak come from two different animals. Then you reply "BUT THEY COME FROM THE SAME FARM". However, since I have provided this example you will state to me that the chicken and the cow are obviously two different animals. However I am curious to know what you have left now that I have covered all my bases.
Sorry, it is not the same.
Here, let me simplify it for you - You ATTEMPT to berate anyone you believe doesn't share your way of thinking. They attempt to turn the conversation into a constructive one. You continue to berate them by taking words they have clearly just said, and repeat it back to them in a different way than the one they just said it. You are either the worlds most persistant troll, or actually mentally deficient. I mean that in the nicest way possible.
Another example. If you FAIL a test, what happens? You have to compensate for it with better grades in the future, or retake it.
If you PASS a test, what happens? You attempt to pass the next test.
One last example, just to make sure we are on the same page.
If you PASS a physical, you can go play football.
If you FAIL a physical, you can go sit on the couch and eat doritos.
Do you understand? You can not still play Football if you fail a physical, but with Dynamic events you can still continue to participate in a different form even with a fail.
Then again, I just wasted a lot of time and will be insulted for my effort - apologies.
You are indeed wasting your time.
First off, I don't care if people think like me, as a matter of fact, the day that the average person thinks like me is the day i've lost my objectivity, because most people are not objective/rational/logical.
Second off, this is a matter of you being unable to cope with the concept of being wrong to someone you may not be fond of.
Instead of just admitting you are struggling to understand what pass/fail means at a very basic level, you would rather turn this into something it is not.
Unfortunately I don't get derailed in my conversations so the only options here are really to comprehend pass/fail mechanics, or you might as well not even try to discuss about it, cause you shouldn't argue against things you can't grasp.
First off, I don't care if people think like me, as a matter of fact, the day that the average person thinks like me is the day i've lost my objectivity, because most people are not objective/rational/logical.
Second off, this is a matter of you being unable to cope with the concept of being wrong to someone you may not be fond of.
Instead of just admitting you are struggling to understand what pass/fail means at a very basic level, you would rather turn this into something it is not.
Unfortunately I don't get derailed in my conversations so the only options here are really to comprehend pass/fail mechanics, or you might as well not even try to discuss about it, cause you shouldn't argue against things you can't grasp.
Rob your missing the point of this whole argument. How can you claim to be so right and everyone else wrong when your not even looking at the same picture.
Your saying you think differently than everyone but really your just trying to confuse people by using meanings for words that are out of context.
I think you need to slow down with your posting and stop trying to prove the world wrong, just agree we know what we are talking about and you just can't except the GW2 will be awesome
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Why should GW2 kill WoW? for GW2 to become the next WoW, the current WoW must be killed and i don't think all people will leave WoW, there is 12 millions players and even if half would leave there is still 6 millions.
Blizzard COULD KEEP World Of Warcraft ALIVE WITH JUST 1 MILLION PLAYERS OR LESS, THEY ARE JUST FULL SHIT. They don't even need a subscription.
Atleast Bill Gates donate money to important things, that's what iv'e heard and if it isn't true he should donate 90%+ of his gain. No one need that much money, i would disgust myself if i had that much money.
Why should GW2 kill WoW? for GW2 to become the next WoW, the current WoW must be killed and i don't think all people will leave WoW, there is 12 millions players and even if half would leave there is still 6 millions.
SweetZoid you're a bit late to the party. This thread has stopped being about whether GW2 could kill WoW and it can't, since GW2 isn't even aiming at the WoW playerbase but rather is aiming to co-exist with subscription-based MMOs. This thread has more or less become "how big of a dick can RobertDinh prove himself to be". I find it quite hilarious to obvserve from the sidelines, as RobertDinh becomes the Bobby Kotick of the GW2 forums; emerging from beneath the woodwork to spout more berating BS and insight controversy. Well it's pretty much the only thing left to do on these forums... observe what the RobertDinh troll does next, whilst we wait for more info on this highly anticipated game.
But let's get this straight RobertDinh, no matter what you say people will remain excited for this game and hope it will suceed. Even me... someone who's only just started playing MMOs and is prodominatly an FPS, Action RPGs and RTS player.
First off, I don't care if people think like me, as a matter of fact, the day that the average person thinks like me is the day i've lost my objectivity, because most people are not objective/rational/logical.
Second off, this is a matter of you being unable to cope with the concept of being wrong to someone you may not be fond of.
Instead of just admitting you are struggling to understand what pass/fail means at a very basic level, you would rather turn this into something it is not.
Unfortunately I don't get derailed in my conversations so the only options here are really to comprehend pass/fail mechanics, or you might as well not even try to discuss about it, cause you shouldn't argue against things you can't grasp.
Rob your missing the point of this whole argument. How can you claim to be so right and everyone else wrong when your not even looking at the same picture.
Your saying you think differently than everyone but really your just trying to confuse people by using meanings for words that are out of context.
I think you need to slow down with your posting and stop trying to prove the world wrong, just agree we know what we are talking about and you just can't except the GW2 will be awesome
You are right, I don't mindlessly accept that GW2 will be awesome because it is not yet proven. Though I don't agree that you know what you are talking about because generally there is quite a bit of inexperience and bias permeating from some posters.
GW2 is as of yet unproven, you can sit there and go "OMG THIS GAME WILL ROOL ALL" but that isn't objective at all.
Originally posted by Master10K
Originally posted by SweetZoid
Why should GW2 kill WoW? for GW2 to become the next WoW, the current WoW must be killed and i don't think all people will leave WoW, there is 12 millions players and even if half would leave there is still 6 millions.
SweetZoid you're a bit late to the party. This thread has stopped being about whether GW2 could kill WoW and it can't, since GW2 isn't even aiming at the WoW playerbase but rather is aiming to co-exist with subscription-based MMOs. This thread has more or less become "how big of a dick can RobertDinh prove himself to be". I find it quite hilarious to obvserve from the sidelines, as RobertDinh becomes the Bobby Kotick of the GW2 forums; emerging from beneath the woodwork to spout more berating BS and insight controversy. Well it's pretty much the only thing left to do on these forums... observe what the RobertDinh troll does next, whilst we wait for more info on this highly anticipated game.
But let's get this straight RobertDinh, no matter what you say people will remain excited for this game and hope it will suceed. Even me... someone who's only just started playing MMOs and is prodominatly an FPS, Action RPGs and RTS player.
No one here is trying to kill the excitement for the game, I myself am just trying to keep things objective. The fallout for a game is much worse when people have absurd ideas for how the game is going to turn out and then feel let down when it is released.
If people were more objective and understood the mechanics for what they actually are instead of looking at everything with rose-tinted goggles it would help the game a lot more as well.
I plan to buy gw2, but I don't plan to pretend it is something other than what it actually is.
To answear the forum no it won't be, in order for that to happen it would than make it the best selling MMO/PC game of all time. The first one only managed 6 million, keep in mind this includes expantion packs, so maybe 2.5 million base copies sold, which while not bad, is nothing grand.
I predict 3.5 Million copies sold in the same time frame as it took GW1 to reach its peak, then the active user base will fall like the first one when people relize there is nothing stoping them from subing to another mmo.
To answear the forum no it won't be, in order for that to happen it would than make it the best selling MMO/PC game of all time. The first one only managed 6 million, keep in mind this includes expantion packs, so maybe 2.5 million base copies sold, which while not bad, is nothing grand.
I predict 3.5 Million copies sold in the same time frame as it took GW1 to reach its peak, then the active user base will fall like the first one when people relize there is nothing stoping them from subing to another mmo.
Yep... 6million copies is a success mind you, but I think people fail to understand the scope of WoW. 6million copies across all expansions, when wow has 12million active subscribers, many of which are using accounts that have bought all 3 expansions, and on top of that are playing a subscription based game.
If you combine all expansions, WoW has probably sold somewhere between 30-50million cd keys on top of subscriptions.
You have to remember that WoW Vanilla took 5 years to develop and estimated to cost more than $40million. The original Guild Wars cost a fraction of that and they didn't have the financial backing of a major publisher to begin with.
Playing now: Cities: Skyline / Ori and the Blind Forest / Banished
You are right, I don't mindlessly accept that GW2 will be awesome because it is not yet proven. Though I don't agree that you know what you are talking about because generally there is quite a bit of inexperience and bias permeating from some posters.
GW2 is as of yet unproven, you can sit there and go "OMG THIS GAME WILL ROOL ALL" but that isn't objective at all.
Thank you for telling me I was right, I don't exactly know what I was right about because I made that post without reading any post in this thread.
But from my knowledge of forums, there was another thread that you were aruging with people in and I figured you were saying the same crap here so im just going to post something.
I guess I read the title, was that all I needed to be right?
------------------------------------------------- Achiever 20.00%, Explorer 86.67%, Killer 60.00%, Socializer 33.33%
Accessible system requirements? Check Multiple mobile apps? Check Teleporting to different zones instantly? Check Console style combat action? Check Eight combat only classes to choose from? Check Expedited leveling system? Check? No repetitive dungeon crawling for loot? Check Your own personal storyline all set up and played out for you? Check A simplified action bar that doesnt exceed 10 abilities at a time? Check A completely optional cash shop that offers non-gamebreaking fluff?
Have I left anything out? This game is absolutely screaming "casual friendly". Thats phase 1. Phase 2 happens if they actually get a few million casuals then it will turn into the next WoW from their userbase whining over every game feature that requires any effort on their part. This will of course result in the game getting dumbed down to the point that WoW is now.
Comments
The guys fighting over pass/fail mechanics are like a binary programmer debating against a C++ programmer over a certain function
Honestly, what other possible outcome could there be in a mission other than to pass it or to fail it? I don't see anything in between or beyond that, but what can be done is to make the experience of passing and failing less mechanical, which is what GW2 is doing.
Don't discredit ANet for the efforts they have put into this. Dynamic Events are just what we need right now, in an ocean of MMOs with static quest givers and scenarios (unless directly modified by developers). True, at certain points in time the quest you've already done will come back, making it seem like the old "repeateble quest" at that point, but come on dude, give others a chance to play what you have played! Even if we say it does look cyclical, it is carried out wonderfully and logically.
Try to revisit Dynamic Events. Don't strip down the enhancement and be blinded by "what you already know".
The guys fighting over pass/fail mechanics are like a binary programmer debating against a C++ programmer over a certain function
Honestly, what other possible outcome could there be in a mission other than to pass it or to fail it? I don't see anything in between or beyond that, but what can be done is to make the experience of passing and failing less mechanical, which is what GW2 is doing.
Don't discredit ANet for the efforts they have put into this. Dynamic Events are just what we need right now, in an ocean of MMOs with static quest givers and scenarios (unless directly modified by developers). True, at certain points in time the quest you've already done will come back, making it seem like the old "repeateble quest" at that point, but come on dude, give others a chance to play what you have played! Even if we say it does look cyclical, it is carried out wonderfully and logically.
Try to revisit Dynamic Events. Don't strip down the enhancement and be blinded by "what you already know".
The guys fighting over pass/fail mechanics are like a binary programmer debating against a C++ programmer over a certain function
Honestly, what other possible outcome could there be in a mission other than to pass it or to fail it? I don't see anything in between or beyond that, but what can be done is to make the experience of passing and failing less mechanical, which is what GW2 is doing.
Don't discredit ANet for the efforts they have put into this. Dynamic Events are just what we need right now, in an ocean of MMOs with static quest givers and scenarios (unless directly modified by developers). True, at certain points in time the quest you've already done will come back, making it seem like the old "repeateble quest" at that point, but come on dude, give others a chance to play what you have played! Even if we say it does look cyclical, it is carried out wonderfully and logically.
Try to revisit Dynamic Events. Don't strip down the enhancement and be blinded by "what you already know".
The guys fighting over pass/fail mechanics are like a binary programmer debating against a C++ programmer over a certain function
Honestly, what other possible outcome could there be in a mission other than to pass it or to fail it? I don't see anything in between or beyond that, but what can be done is to make the experience of passing and failing less mechanical, which is what GW2 is doing.
Don't discredit ANet for the efforts they have put into this. Dynamic Events are just what we need right now, in an ocean of MMOs with static quest givers and scenarios (unless directly modified by developers). True, at certain points in time the quest you've already done will come back, making it seem like the old "repeateble quest" at that point, but come on dude, give others a chance to play what you have played! Even if we say it does look cyclical, it is carried out wonderfully and logically.
Try to revisit Dynamic Events. Don't strip down the enhancement and be blinded by "what you already know".
The guys fighting over pass/fail mechanics are like a binary programmer debating against a C++ programmer over a certain function
Honestly, what other possible outcome could there be in a mission other than to pass it or to fail it? I don't see anything in between or beyond that, but what can be done is to make the experience of passing and failing less mechanical, which is what GW2 is doing.
Don't discredit ANet for the efforts they have put into this. Dynamic Events are just what we need right now, in an ocean of MMOs with static quest givers and scenarios (unless directly modified by developers). True, at certain points in time the quest you've already done will come back, making it seem like the old "repeateble quest" at that point, but come on dude, give others a chance to play what you have played! Even if we say it does look cyclical, it is carried out wonderfully and logically.
Try to revisit Dynamic Events. Don't strip down the enhancement and be blinded by "what you already know".
The guys fighting over pass/fail mechanics are like a binary programmer debating against a C++ programmer over a certain function
Honestly, what other possible outcome could there be in a mission other than to pass it or to fail it? I don't see anything in between or beyond that, but what can be done is to make the experience of passing and failing less mechanical, which is what GW2 is doing.
Don't discredit ANet for the efforts they have put into this. Dynamic Events are just what we need right now, in an ocean of MMOs with static quest givers and scenarios (unless directly modified by developers). True, at certain points in time the quest you've already done will come back, making it seem like the old "repeateble quest" at that point, but come on dude, give others a chance to play what you have played! Even if we say it does look cyclical, it is carried out wonderfully and logically.
Try to revisit Dynamic Events. Don't strip down the enhancement and be blinded by "what you already know".
The guys fighting over pass/fail mechanics are like a binary programmer debating against a C++ programmer over a certain function
Honestly, what other possible outcome could there be in a mission other than to pass it or to fail it? I don't see anything in between or beyond that, but what can be done is to make the experience of passing and failing less mechanical, which is what GW2 is doing. It's what the others are pointing out.
Don't discredit ANet for the efforts they have put into this. Dynamic Events are just what we need right now, in an ocean of MMOs with static quest givers and scenarios (unless directly modified by developers). True, at certain points in time the quest you've already done will come back, making it seem like the old "repeateble quest" at that point, but come on dude, give others a chance to play what you have played! Even if we say it does look cyclical, it is carried out wonderfully and logically.
Try to revisit Dynamic Events. Don't strip down the enhancement and be blinded by "what you already know".
Jetrpg already commented on my earlier post that some quests/dungeons will have more than just 2 outcomes.
As cyphers and many others have already stated: since event-chains can affect each other it creates a possibility that an event may or may not have the same initial state as it had previously.
For example the siege engines may or may not be usable against the Shatterer depending on some other event-chain entirely.
Sure timer is a pass/fail, can it be anything else? Would anyone expect anything different? What was the point of this red herring?
I skate to where the puck is going to be, not where it has been -Wayne Gretzky
Different ways to complete it - Who knows? All I know is that allowing more than 2 outcomes could make things complicated under the hood.
I skate to where the puck is going to be, not where it has been -Wayne Gretzky
You have cited multiple times that Pass/Fail is "Just like quests in other MMORPGs" - What you just said, is nothing like any other MMORPG.
If what you just said is your actual definition of Pass/Fail then you may want to go back and edit some of your earlier topics on the same subject lest you are left to contradict yourself...
People think it's fun to pretend your a monster. Me I spend my life pretending I'm not. - Dexter Morgan
Personal story is a seperate system from dynamic events, most personal story takes place in instances. The part I was refering to about phasing is getting your own section of a district in divinities reach that only you can see unless you invite friends into it. This area relates around all your achievements in your personal story. There is no actual phasing in the open world I am aware of unless they sneak you into instance without load screens for your personal story. There is the world story(dynamic events) and your own Personal story that relates only to you. As far as I have heard dynamic events have no impact on your personal story. Only real effect it has is directing you towards objectives for your personal story as you are doing dynamic events. I get the feeling Anet is trying to make the personal story more discovery related than giving you all the details in a quest text.
not to mention he was discussing phasing in dungeons which I haven't seen, as far as I know the Story dungeon and the Explorer dungeon will be seperate dungeons. Dynamic events has no effect on instances. You are getting your game mechanics mixed up. Dynamic events only effect the world and the world doesn't effect any of the other mechanics.
Explorer mode of a dungeon is completely dynamic with multiple outcomes. its all based on cause and effect as you go through it to decide how it will all play out.
I know that, the guy I was replying to thought the explore mode was a phasing thing for only people who completed story if they played with people who didn't complete story. I was trying to point out that they are seperate dungeons with no phasing. the explore or story mode still doesn't affect your personal story though. Story mode covers more of the main story of GW2, I imagine about the group of five heroes we see in the Race Trailer. The explore I imagine is just a more dynamic side story not related to the overall story. Arena Net will probably use explore mode to flesh out lore and backstory.
Rein I am sorry you don't understand the very simple and basic concept of passing and failing an event.
You are basically hung up on the name of dynamic events in gw2, and the fluff from things like the manifesto. "But it says it is dynamic!!! How can it be pass/fail??!?!?!" Look at the actual mechanics, instead of what you are HOPING for.
Way to pass ad hominem. Still doesn't make you very convincing.
I skate to where the puck is going to be, not where it has been -Wayne Gretzky
There is a pass/fail mechanic set into dynamic events. Even Arenanet says there is, if you fail to help something you will not have access to the rewards, you will not have access to any content that may open up on a pass. You really should read a bit more. Even in the GDC demo you can spot the little checklist to the right, this is whether a part has been passed or has been failed. Of course they won't show a failure.
Your term for "Fail" can also be different. I personally think that dying is a form of failure unless you're trying to incite your "fight for your life" mechanic. Another failure might be that you didn't contribute the highest amount to the event. It's all a point of view. Even though the game may not see it the same way your mind will. So maybe you should start by defining what a failure is? Do you only think you fail when the game says you do? What about all those times you lost a roll for gear? Is that not a failure to you? It would be to me.
Perhaps you could reverse it and think the other way. A pass could mean different things to different people. You could say that you pass even if the event fails by getting the highest rank of participation in the event. This all is a point of view and not everyone believe that the game is the only thing that decides whether you pass or fail. But then again, the game is the only thing that can award you with eq/xp/monies so it still is the only one that truly counts.
WRONG.
GW is a PvP game. GW2 is predominantly a PvE game. GW was NOT an MMORPG, GW2 WILL be.
I'm just sayin'.......
Frankly, I couldn't give two shits and a fuck what anyone says about EITHER game, GW2 OR WoW. Because they're all just OPINIONS. I know what I PERSONALLY like in a game. And either a game HAS those things.....or it doesn't. And all the opinions on this site that are fanboi fanatical or hater vitriolic.....are just meaningless chatter to me when it comes to determining what I.....I.....will play.
WoW has dropped the ball with many things that I enjoy in the genre. We'll SEE....we'll SEE....how GW2 does. From what I can tell, they're making an MMO that is almost TAILORED to my preferences. But can I say that for SURE yet??? NO....I haven't gotten to PLAY it.
WoW, on the other hand, I have played for years, and if GW2 ends up being all I think it will be.....WoW can suck a fat one for all I care. Will Blizzard go bankrupt? Oh FFS no. Will GW2 "kill WoW".....now that's just an idiotic thing to even think. Do any of these things matter to me in the least as far as deciding what I'll play?
HELL NO.
President of The Marvelously Meowhead Fan Club
Thank you, Quirhid
This RobertDinh guy has been trying to twist peoples words in order to make his own sound correct long since before I began to start conversations with him. He is a classic case of YOU CAN'T BE BETTER THAN ME guy. If he would stop trying to convice the world that everyone else is wrong and only he is right he might realize that people agree with him on certain points but are trying to start an objective conversation.
The fact of the matter is, it is Dynamic because it changes based on the players interaction. We know that it doesn't trigger some kind of butterfly effect across the game world, you are retarded if you believe otherwise. Pass/Fail means that if you Pass it, you move on to the next part or complete the task - if you Fail it, you have to repeat or you completely fail the task.
The reason so many people are disputing your line of thinking is that you are hung up on making sure people think just like you. When in fact, people are smarter than that. I understand your point, and agree with it - but people are still going to dispute your way of thinking, not because it goes against their "Fanboyisms" but because it is indeed THEIR way of thinking.
It's called a constructive conversation, I mean jesus dude - it's like trying to explain to 5 year old that chicken and steak come from two different animals. Then you reply "BUT THEY COME FROM THE SAME FARM". However, since I have provided this example you will state to me that the chicken and the cow are obviously two different animals. However I am curious to know what you have left now that I have covered all my bases.
Sorry, it is not the same.
Here, let me simplify it for you - You ATTEMPT to berate anyone you believe doesn't share your way of thinking. They attempt to turn the conversation into a constructive one. You continue to berate them by taking words they have clearly just said, and repeat it back to them in a different way than the one they just said it. You are either the worlds most persistant troll, or actually mentally deficient. I mean that in the nicest way possible.
Another example. If you FAIL a test, what happens? You have to compensate for it with better grades in the future, or retake it.
If you PASS a test, what happens? You attempt to pass the next test.
One last example, just to make sure we are on the same page.
If you PASS a physical, you can go play football.
If you FAIL a physical, you can go sit on the couch and eat doritos.
Do you understand? You can not still play Football if you fail a physical, but with Dynamic events you can still continue to participate in a different form even with a fail.
Then again, I just wasted a lot of time and will be insulted for my effort - apologies.
People think it's fun to pretend your a monster. Me I spend my life pretending I'm not. - Dexter Morgan
no, it will be better, more interesting, more fun and above all different
You are indeed wasting your time.
First off, I don't care if people think like me, as a matter of fact, the day that the average person thinks like me is the day i've lost my objectivity, because most people are not objective/rational/logical.
Second off, this is a matter of you being unable to cope with the concept of being wrong to someone you may not be fond of.
Instead of just admitting you are struggling to understand what pass/fail means at a very basic level, you would rather turn this into something it is not.
Unfortunately I don't get derailed in my conversations so the only options here are really to comprehend pass/fail mechanics, or you might as well not even try to discuss about it, cause you shouldn't argue against things you can't grasp.
@RobertDinh
Holy---- you're not objective???
Well that would definitely explain why you think WoW has everything a game could need/want.
Rob your missing the point of this whole argument. How can you claim to be so right and everyone else wrong when your not even looking at the same picture.
Your saying you think differently than everyone but really your just trying to confuse people by using meanings for words that are out of context.
I think you need to slow down with your posting and stop trying to prove the world wrong, just agree we know what we are talking about and you just can't except the GW2 will be awesome
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Achiever 20.00%, Explorer 86.67%, Killer 60.00%, Socializer 33.33%
EKSA
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Why should GW2 kill WoW? for GW2 to become the next WoW, the current WoW must be killed and i don't think all people will leave WoW, there is 12 millions players and even if half would leave there is still 6 millions.
Blizzard COULD KEEP World Of Warcraft ALIVE WITH JUST 1 MILLION PLAYERS OR LESS, THEY ARE JUST FULL SHIT. They don't even need a subscription.
Atleast Bill Gates donate money to important things, that's what iv'e heard and if it isn't true he should donate 90%+ of his gain. No one need that much money, i would disgust myself if i had that much money.
This.
Pot, meet kettle.
SweetZoid you're a bit late to the party. This thread has stopped being about whether GW2 could kill WoW and it can't, since GW2 isn't even aiming at the WoW playerbase but rather is aiming to co-exist with subscription-based MMOs. This thread has more or less become "how big of a dick can RobertDinh prove himself to be". I find it quite hilarious to obvserve from the sidelines, as RobertDinh becomes the Bobby Kotick of the GW2 forums; emerging from beneath the woodwork to spout more berating BS and insight controversy. Well it's pretty much the only thing left to do on these forums... observe what the RobertDinh troll does next, whilst we wait for more info on this highly anticipated game.
But let's get this straight RobertDinh, no matter what you say people will remain excited for this game and hope it will suceed. Even me... someone who's only just started playing MMOs and is prodominatly an FPS, Action RPGs and RTS player.
You are right, I don't mindlessly accept that GW2 will be awesome because it is not yet proven. Though I don't agree that you know what you are talking about because generally there is quite a bit of inexperience and bias permeating from some posters.
GW2 is as of yet unproven, you can sit there and go "OMG THIS GAME WILL ROOL ALL" but that isn't objective at all.
No one here is trying to kill the excitement for the game, I myself am just trying to keep things objective. The fallout for a game is much worse when people have absurd ideas for how the game is going to turn out and then feel let down when it is released.
If people were more objective and understood the mechanics for what they actually are instead of looking at everything with rose-tinted goggles it would help the game a lot more as well.
I plan to buy gw2, but I don't plan to pretend it is something other than what it actually is.
To answear the forum no it won't be, in order for that to happen it would than make it the best selling MMO/PC game of all time. The first one only managed 6 million, keep in mind this includes expantion packs, so maybe 2.5 million base copies sold, which while not bad, is nothing grand.
I predict 3.5 Million copies sold in the same time frame as it took GW1 to reach its peak, then the active user base will fall like the first one when people relize there is nothing stoping them from subing to another mmo.
I don't care about innovation I care about fun.
Yep... 6million copies is a success mind you, but I think people fail to understand the scope of WoW. 6million copies across all expansions, when wow has 12million active subscribers, many of which are using accounts that have bought all 3 expansions, and on top of that are playing a subscription based game.
If you combine all expansions, WoW has probably sold somewhere between 30-50million cd keys on top of subscriptions.
You have to remember that WoW Vanilla took 5 years to develop and estimated to cost more than $40million. The original Guild Wars cost a fraction of that and they didn't have the financial backing of a major publisher to begin with.
Playing now: Cities: Skyline / Ori and the Blind Forest / Banished
Thank you for telling me I was right, I don't exactly know what I was right about because I made that post without reading any post in this thread.
But from my knowledge of forums, there was another thread that you were aruging with people in and I figured you were saying the same crap here so im just going to post something.
I guess I read the title, was that all I needed to be right?
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Achiever 20.00%, Explorer 86.67%, Killer 60.00%, Socializer 33.33%
EKSA
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Lets see....
Accessible system requirements? Check
Multiple mobile apps? Check
Teleporting to different zones instantly? Check
Console style combat action? Check
Eight combat only classes to choose from? Check
Expedited leveling system? Check?
No repetitive dungeon crawling for loot? Check
Your own personal storyline all set up and played out for you? Check
A simplified action bar that doesnt exceed 10 abilities at a time? Check
A completely optional cash shop that offers non-gamebreaking fluff?
Have I left anything out? This game is absolutely screaming "casual friendly". Thats phase 1. Phase 2 happens if they actually get a few million casuals then it will turn into the next WoW from their userbase whining over every game feature that requires any effort on their part. This will of course result in the game getting dumbed down to the point that WoW is now.
Be careful what you wish for, ANet.