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Guild Wars 2: Measuring Up

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  • tron21369tron21369 Member Posts: 73

    joke      "  one opinion  ring to rule them all "  lol     after watching the  game play    i all ready know iam going to like it   and what there doing      and yes i played guild wars1   also loved it  i got no complaints on either of them     i just have the joy of playing with other people   i poly be playing that first be for old republic comes on : )   or jump gate E        : )     END  OF LINE ...... bleep

  • AblestronAblestron Member Posts: 333

    Ive been reading allot of gripe about how GW2 will not be as good as GW1 because they are changing things. I was dissapointed about no secondary professions to, and the different way they did the skill bar was a bit of a suprise as well. But that didnt stop me from reading the second half of their articles that tells you WHY. All of them are completely justifiable reasons, if you want to make a well structured game, sometimes you have to take out from it instead of just putting in; and while they have taken out secondarys what have they provided us in return? More definable charactoristics of each profession (not holy trinity wise, but in terms of how each plays) and when they took out the huge amount of skills I didnt loose any sleep, I mean it was terribly hard to balance in the first place, and the majority of the skills wherent used because surtain builds where just better. What GW2 is doing is making the strategy part more involved than just picking 8 skills, they've added more depth, something I wont get in on in this post, but would encourage you to read up on in  "everything we know about Guild Wars 2" on this site. 

    They've mentioned before that they didnt want to ruin GW1 for players by shutting it off or by mucking up its mechanics, so by building GW2 they can retain the uniqueness of the first game while still providing all the changes in the second. So go play GW1 when you feel like it, and when your ready try GW2. 

  • CyberNigmaCyberNigma Member UncommonPosts: 29

    Originally posted by Cursedsei



    Originally posted by raptorfalcon


    Originally posted by Quizzical

    -----

    Guild Wars 2 won't live up to the hype, nor will it be as good as Guild Wars 1.  But it will still be a good game.


     

    An opinion I definitely agree with. They removed the dual-class system and the ability to pick and choose from hundreds of skills for your build. Before making a character, I usually spend hours deciding and planning on a build. I found this freedom of picking a second class and choosing those skills that work well together a great aspect of Guild Wars. Yet GW2 destroyed all that by  forcing skills on the player  and attaching half your skills to weapons. If this game had a subscription, I would never buy it. For me, they destroyed what made GW stand out from the rest.

    *sigh* Why couldn't they just give us a permanent world and jumping (for those who begged for it). Why fix what wasn't broken..... 

    Raptor, the problem that accompanied those hundreds of skills per class, was barely any were used.

    Any of the "number-cruncher" builds rely on at most 1 Elite skill (the focus) and maybe a couple of other skills that suppliment or feed it, or are needed for its requirements.

    Discord-way is a good example of such. Its main thing is built around 3 Necro heroes spamming Discord, causing insane spike damage, while you call targets via a hex and condition spell/ability.  Hell, my skill-bar has largely remained the same throughout the various campaigns I've gone through with my character.

     

    And they haven't completely removed the idea of dual-class, its been moved up though. The idea was to allow you to create your own character, and have their abilities interact and compliment the build. Now its allowing those skills to interact not with just others, but to affect and alter others as well.

    And attaching a few skills to the weapon themselves isn't a bad thing. Whatever skills you'd need for the weapon, are automatically attached to it, which means you don't need to scour and search around for them. And since you can switch between a few weapons in battle (from what I remember), it gives you more versatility. As a warrior, the gun isn't just a device to pull, it can put out some good damage before the enemy reaches you and the group, and as a ranger, if you have to switch to melee, you wouldn't be completely gimped (just some examples).

     

    Its a little early though to be declaring doom and gloom with the game, or claiming its destroying its name because frankly its still unique. Unless WoW copies GW 2 with its next expansion, which I wouldn't be surprised by one bit...


     

    The devs said Guild Wars was inspired and partially based upon Magic: The Gathering (TCG).  Magic has been in the same boat for years (loads of cards, some more optimal than others), but that is part of the enjoyment.  The folks at ArenaNet have always been focused on competiveness.  from that standpoint, and from the similar min-max mentality, you are right.  The problem is that min-maxing may seem like it's what everyone is doing, but it really is only the most vocal/visible players as with other games.  Playing casual magic will show you that people don't usually min-max even thoughw atching tournaments and reading Magic blogs would make you think otherwise.  Playing Guild Wars with a lot of casual 'noobs as people call them' also leads the the same observations.

     

    Ultimately ANet's competiveness wins out since they are the designers.  We'll all see how it goes though - a built-in PvX of the sort that picks for you.  It has always been touted as a Competitive Role-Playing Game so it's a no-brainer they would move the design to more of a min-max design suitable to that playstyle.

  • CursedseiCursedsei Member Posts: 1,012

    Originally posted by CyberNigma

    Originally posted by Cursedsei



    Originally posted by raptorfalcon


    Originally posted by Quizzical

    -----

    Guild Wars 2 won't live up to the hype, nor will it be as good as Guild Wars 1.  But it will still be a good game.


     

    An opinion I definitely agree with. They removed the dual-class system and the ability to pick and choose from hundreds of skills for your build. Before making a character, I usually spend hours deciding and planning on a build. I found this freedom of picking a second class and choosing those skills that work well together a great aspect of Guild Wars. Yet GW2 destroyed all that by  forcing skills on the player  and attaching half your skills to weapons. If this game had a subscription, I would never buy it. For me, they destroyed what made GW stand out from the rest.

    *sigh* Why couldn't they just give us a permanent world and jumping (for those who begged for it). Why fix what wasn't broken..... 

    Raptor, the problem that accompanied those hundreds of skills per class, was barely any were used.

    Any of the "number-cruncher" builds rely on at most 1 Elite skill (the focus) and maybe a couple of other skills that suppliment or feed it, or are needed for its requirements.

    Discord-way is a good example of such. Its main thing is built around 3 Necro heroes spamming Discord, causing insane spike damage, while you call targets via a hex and condition spell/ability.  Hell, my skill-bar has largely remained the same throughout the various campaigns I've gone through with my character.

     

    And they haven't completely removed the idea of dual-class, its been moved up though. The idea was to allow you to create your own character, and have their abilities interact and compliment the build. Now its allowing those skills to interact not with just others, but to affect and alter others as well.

    And attaching a few skills to the weapon themselves isn't a bad thing. Whatever skills you'd need for the weapon, are automatically attached to it, which means you don't need to scour and search around for them. And since you can switch between a few weapons in battle (from what I remember), it gives you more versatility. As a warrior, the gun isn't just a device to pull, it can put out some good damage before the enemy reaches you and the group, and as a ranger, if you have to switch to melee, you wouldn't be completely gimped (just some examples).

     

    Its a little early though to be declaring doom and gloom with the game, or claiming its destroying its name because frankly its still unique. Unless WoW copies GW 2 with its next expansion, which I wouldn't be surprised by one bit...


     

    The devs said Guild Wars was inspired and partially based upon Magic: The Gathering (TCG).  Magic has been in the same boat for years (loads of cards, some more optimal than others), but that is part of the enjoyment.  The folks at ArenaNet have always been focused on competiveness.  from that standpoint, and from the similar min-max mentality, you are right.  The problem is that min-maxing may seem like it's what everyone is doing, but it really is only the most vocal/visible players as with other games.  Playing casual magic will show you that people don't usually min-max even thoughw atching tournaments and reading Magic blogs would make you think otherwise.  Playing Guild Wars with a lot of casual 'noobs as people call them' also leads the the same observations.

     

    Ultimately ANet's competiveness wins out since they are the designers.  We'll all see how it goes though - a built-in PvX of the sort that picks for you.  It has always been touted as a Competitive Role-Playing Game so it's a no-brainer they would move the design to more of a min-max design suitable to that playstyle.

     

    You know, as someone who played Magic, I feel bad for never thinking of it in that light for Guild Wars.

    Though, I think the main reason Magic can get away with it, while Guild Wars can not, is that against actual opponents, there will always be a counter for those optimums, even amongst the lesser cards, yet on the PvE side (seen only in Guild Wars) thoes optimal builds will win out over lesser ones, if only when doing Hard Modes and Vanquishings, because people will want to finish them as quickly as possible and the computer can not alter what the mobs do.

    And either way, you still have to find all these skills, optimum or not. And because you can control what skills you do get (for the most part), people would tend towards the ones they want and not the others. I've said earlier, but I've been using the same skills for as long as I remember. It goes Frenzy, Power Attack, Executioner, Cyclone axe (or whatever its name is), Blood Renewal, Ursan Blessing, and Vanguard Assassin for the most part.

    It definitely isn't optimum, but I'm happy with it, and have found little reason to use the other skills I have for the axe or whatnot. What I see them trying to do at least, is to give us more skills that can always find a use in any build, and instead of trying to make 100+ skills usefull, they're reducing the number down to something more managable.

    Besides, we'll surely see more skills added in with expansions and the like, no game is immune to that. So if a skill you miss isn't in at the beginning, you could very well see it added later on.

  • BattlestormBattlestorm Member UncommonPosts: 136

    LOL, good article. I agree, sequels are a sensitive topic. AC1 and AC2, lol, I don't think it will be that bad though!

    In any case, I played the first campaign of GW1 out to just about the bitter end. I was a level 20 who was about 3 skills shy of all of the special "learned" abilities from particular mobs. I had also killed Glint, but she had it coming.

    All things considered I like the game, even though it was on a steady set of rails. In the end I stopped playing because of all of the invisible walls; not to mention the fact that I couldn't jump, swim or fly.

    What bothers me most about GW in general are the MMO designations it seems to draw from people at random. I've been in arguments about what is or is not an MMORPG because some people drawn the line in the most ridiculous of places. Massively-Multiplayer is different than Massive Multiplayer which is NOTHING like an MMO-Lite game . . . which is STUPID! If it's big, has a lot of players that can play together and is an online role-playing game, it's an MMORPG. If you want to make a SUB-CATEGORY, go nuts. However, if you want to start redefining the genre by splitting hairs so fine they are literally insubstantial, know in advance that you embark on a quest to WASTE EVERYONE'S TIME!

    GW, by the acronym's definition is an MMORPG, that's all there is to it. Now if you want to break it down by TYPE or CATEGORY AFTERWARDS (i.e. MMORPG/Lite, MMORPG/Seamless, MMRORPG/Instanced, MMORPG/Contiguous, etc), that's fine by me, enjoy. Otherwise, get a life (virtual or real, I don't care, just do something else).

  • flyforshineflyforshine Member Posts: 18

    Originally posted by raptorfalcon



    Originally posted by Quizzical

    -----

    Guild Wars 2 won't live up to the hype, nor will it be as good as Guild Wars 1.  But it will still be a good game.


     

    An opinion I definitely agree with. They removed the dual-class system and the ability to pick and choose from hundreds of skills for your build. Before making a character, I usually spend hours deciding and planning on a build. I found this freedom of picking a second class and choosing those skills that work well together a great aspect of Guild Wars. Yet GW2 destroyed all that by  forcing skills on the player  and attaching half your skills to weapons. If this game had a subscription, I would never buy it. For me, they destroyed what made GW stand out from the rest.

    *sigh* Why couldn't they just give us a permanent world and jumping (for those who begged for it). Why fix what wasn't broken..... 


     

    Dual class? no but they have race skills so a race-class system.

    And and even when I am a Sin/Necro I only use one necro skill...(condition removal)

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