GW1 feels different than this game in a bad way. The old system class and combat system is superior. The combat in GW2 is spammy and somehow "off." Something feels wrong that I can't quite put my finger on.
Played DAoC to the first expansion. It was fun, until that point. But then I got to play Shadowbane and my concept of what pvp is and should be was altered forever. DAoC and GW2 are static worlds. You can't log out for a week and then log back where just about everything on the map has change because of conflict. Real-time war? I lose nothing if I am defeated. There is no risk asociated with this style of game. These games are just boxed in fights where you get a pat on the back at the end. I crave real conflict.
And there it is. You want a sandbox. Go play archeage. GW2 NEVER said it was going to be a sandbox, so I don't see the need to try and punish this game just for being a different model than what you want. There are sandboxes out there to try.
As for the 'feel' of the game, there's nothing really to talk about there. This is going to change person to person, and furthermore nearly none of the people posting here are in the GW2 beta atm. At most, people posting here have played at one of the conventions (myself included), but even still it's not the majority of people posting here. As for the way equipment worked in GW1 (the original argument you posted), GW2 operates in much the same way on that regard. You can create a PvP character with the cick of a button, that has max gear and skills. Again, this has been demonstrated already.
- I've never claimed GW2 to be perfect, but while there are some aspects of the game I think could be better, I don't really see the point in trying to punish this game for being a different type that some other game you want that doesn't exist. It would be like posting on Eve's forums that the game sucks, because it doesn't have magic or warzones. It's simply not that type of MMO.
I asked a question, you answered and I challenged your answer. There was no intent to punish GW2. I have had no real expectations that this was going to be anything more than what it is. If Arena.net wants to copy paste old concepts in terms of the pvp enviroment. I can understand that. Using a proven method lessons the risk of failure. Practical.
My real confusion is the frothing fanboys behind a sequel to a medicore game from 2005. Everything about GW1 was forgettable save the class mechanics and combat. PvP was the only redeeming feature of the game and most of the aspects that made GW1 one of the most balanced and enjoyable pvp experiences have been done away with.
1. GW had an amazing depth of character design with the dou class system and the sheer amount of abilities you could form play styles with. There were some abilities that were gated by the type of weapon you used, but not many. GW2 has taken two steps back here. Hard Coding abilities to weapons was a mistake. It cheapans the experience.
2. GW introduced one of the most brilliant balance solutions to MMOs by limiting players to a set number of abilities they could bring into combat regardless of class or spec. GW2 has elementalists with 37 available abilities, while guardians and other classes only have 15-20. This game is going to have massive balance problems (and already does)
3. GW2 has singled out dedicated healers as one of the problems with pvp in MMOs. I don't agree with this at all, but that is moot. What really bothers me about this "innovation" in the game is that they kept a locked targetting system. Dedicated healing is one of the only counters to being focused in pvp. 2-3 people get on you in GW2, you are dead or you rolled a rogue/mesmer and vanished out of combat.
I could go on here, but my buddie wants to play some Tribes.
Comments
I asked a question, you answered and I challenged your answer. There was no intent to punish GW2. I have had no real expectations that this was going to be anything more than what it is. If Arena.net wants to copy paste old concepts in terms of the pvp enviroment. I can understand that. Using a proven method lessons the risk of failure. Practical.
My real confusion is the frothing fanboys behind a sequel to a medicore game from 2005. Everything about GW1 was forgettable save the class mechanics and combat. PvP was the only redeeming feature of the game and most of the aspects that made GW1 one of the most balanced and enjoyable pvp experiences have been done away with.
1. GW had an amazing depth of character design with the dou class system and the sheer amount of abilities you could form play styles with. There were some abilities that were gated by the type of weapon you used, but not many. GW2 has taken two steps back here. Hard Coding abilities to weapons was a mistake. It cheapans the experience.
2. GW introduced one of the most brilliant balance solutions to MMOs by limiting players to a set number of abilities they could bring into combat regardless of class or spec. GW2 has elementalists with 37 available abilities, while guardians and other classes only have 15-20. This game is going to have massive balance problems (and already does)
3. GW2 has singled out dedicated healers as one of the problems with pvp in MMOs. I don't agree with this at all, but that is moot. What really bothers me about this "innovation" in the game is that they kept a locked targetting system. Dedicated healing is one of the only counters to being focused in pvp. 2-3 people get on you in GW2, you are dead or you rolled a rogue/mesmer and vanished out of combat.
I could go on here, but my buddie wants to play some Tribes.