the heart events are noob at best. theyre for themeparkers from WoW and TOR who get lost and cry on the forums, unless their hands are held. the heart of GW2's pve lies in the DE's and exploration, which are brilliant.
The exploration is no different than other MMOs. The jumping puzzles? I mean they're done well, but brilliant? How are those different from what Rift or ToR has or heck even TSW has?
DEs are Rift Zone events. I find it funny that you are all dismissive about the hearts because while they're not the only thing to do in PvE - they are by design a center piece of PvE for the game.
- the exploration IS different from other MMO's because there are secret areas, bosses and loot to be found. exploration LEADS to finding DE's
- Rifts are shallow and dry. at best, it's like a zombie survival game where you take on waves of beasts. there is no purpose, no backstory and theyre NOT DYNAMIC, which means theyre not connected to a web of other events. in addition, theyre not PERSISTENT. the persistent nature of DE's makes GW2's PVE a partial sandbox.
the level of ignorance in your post is astonishing.
- the exploration IS different from other MMO's because there are secret areas, bosses and loot to be found. exploration LEADS to finding DE's
Which almost every MMO themepark has to some extent. About the DE's. Rifts are not the true DE's in Rift. It's their zone events that trigger. GW2 has nothing new in the department other than they do the things found in older games better. That doesn't make it different. It makes it better to some, depending on what you're looking for.
I love the PVP from what I played but so far enoying PVE more actually:P
That went away for me quickly. The heart events are formulaic at best.
so skip the hearts you don't need to do them to enjoy pve in this game
The DE's? Vistas? Grinding? Skill points? have a missed something?
The hearts are intended to be a core of the PvE in GW2.
You have missed something. And something quite major.
Hearts are NOT intended to be a core part of the PvE in GW2. The original build of the game didn't even have them in it. They were added later, when testers were complaining that they didn't know where to go. They are bascially a guide, to give players a little direction as they are learning to explore in this game.
As you get higher into the zones, they start having less and less heart NPCs. The final areas (lvl 70-80) don't have ANY heart NPCs in the entire zone. They are entirely DEs.
The 'core' part of PvE in GW2 is exploration. Most of this is achieved via Dynamic Events. However, the entire game is built around the idea that players should be exploring, running around and trying to discover things hidden around a zone. By ignoring this, and only doing hearts, you are missing 90% of the content this game has to offer, and are also missing out on A TON of exp. In the starting areas alone, I can outlvl a zone, without ever touching a heart NPC, and do it much faster than those that are only focusing on hearts.
This game rewards you for basically doing ANYTHING in the game, as long as you are doing something. Hearts (and scout NPCs) were added as a guide, to those that need to be handheld a bit, and need direction.
- the exploration IS different from other MMO's because there are secret areas, bosses and loot to be found. exploration LEADS to finding DE's
Which almost every MMO themepark has to some extent. About the DE's. Rifts are not the true DE's in Rift. It's their zone events that trigger. GW2 has nothing new in the department other than they do the things found in older games better. That doesn't make it different. It makes it better to some, depending on what you're looking for.
it depends how you look at it too. you can look at it honestly and objectively, in which case you would say that DE's are unique or even revolutionary because they havent been done before successfully. PQ's were a flop in Warhammer, and PQs =/= DE's because PQ's are not dynamic or persistent. not by a long shot.
or you can look at it irrationally, in which case you'd be saying that GW2's is more of the same old, which is pure bull.
I really like this post and completely agree with you.
My brothers biggest complaint is that there is no end game gear grind for better stats. He says he wouldnt run dungeons for cosmetic gear. I on the other hand would much rather the cosmetic and the end game be based on Skill instead of Gear.
- the exploration IS different from other MMO's because there are secret areas, bosses and loot to be found. exploration LEADS to finding DE's
Which almost every MMO themepark has to some extent. About the DE's. Rifts are not the true DE's in Rift. It's their zone events that trigger. GW2 has nothing new in the department other than they do the things found in older games better. That doesn't make it different. It makes it better to some, depending on what you're looking for.
I can't think of any other themepark MMO that offers anywhere close to GW2 level of exploration not only in content(as in places to see) but in sheer amount of hidden things to uncover. Fine if you don't care for PVE in this game but to say its so much like all the rest makes me think you didn't even try it or if you did basically ran from heart to heart quest and didn't really bother just exploring the world.
I angered the clerk in a clothing shop today. She asked me what size I was and I said actual, because I am not to scale. I like vending machines 'cause snacks are better when they fall. If I buy a candy bar at a store, oftentimes, I will drop it... so that it achieves its maximum flavor potential. --Mitch Hedberg
- the exploration IS different from other MMO's because there are secret areas, bosses and loot to be found. exploration LEADS to finding DE's
Which almost every MMO themepark has to some extent. About the DE's. Rifts are not the true DE's in Rift. It's their zone events that trigger. GW2 has nothing new in the department other than they do the things found in older games better. That doesn't make it different. It makes it better to some, depending on what you're looking for.
Actually, it does.
By your logic, none of the games we are playing are any different from meridian, EQ1, or Ultima online. We are all still just playing programmed RPGs. It's just not a practical argument. It's picking a part a game to the point where it holds no meaning what so ever. These are still games, built with a programming language, played over the internet. How this is presented is the ONLY difference that is practical in any sort of realistic sense.
the heart events are noob at best. theyre for themeparkers from WoW and TOR who get lost and cry on the forums, unless their hands are held. the heart of GW2's pve lies in the DE's and exploration, which are brilliant.
The exploration is no different than other MMOs. The jumping puzzles? I mean they're done well, but brilliant? How are those different from what Rift or ToR has or heck even TSW has?
DEs are Rift Zone events. I find it funny that you are all dismissive about the hearts because while they're not the only thing to do in PvE - they are by design a center piece of PvE for the game.
I think the exploration in GW2 is superior to every themepark I've ever played. There are things off the beaten path. The world sort of takes you on a romp every once in a while. The zones are massive and there is often something in that little cranny that you are curious about. Once you out-level a zone, the content of lower zones remains a valid option still. This only adds to the idea that I can fulfill my wanderlust bug and go anywhere at will.
The jumping puzzles are also far superior to, and more plentiful, than the games you list in my opinion. They are "different" in that they are more complex and interesting and sometimes take you to places off the beaten path that many people may not see.
DEs are also superior to rifts in my opinion. The way they branch and chain and move you arcross the landscape and follow a sort of narrative makes them, in my opinion, far better overall.
It's easy to just say these things are same old/same old. I think it's exactly because they do share characteristics of systems from other games that people get away with saying stuff like what you're saying. But the execution in this game is far and away better in these areas than in the other games you list. And I think it's disingenuous to downplay what they have accomplished in this game by looking to other games for comfirmation of your own bias.
also hearts are not a center piece and were not even in earlier builds of the game
Yes hearts were and yes they are. The reason for the heart/scout thing was because people couldn't find the events to do in the first place. These events would be passed over and ANet asked why people didn't pay attention to them. People were so used to following a set path. They added the hearts and scouts to help them along for a specific reason. Doing hearts and the main storyline is very much the core of their PvE. The DEs are there to liven things up and give community involvement. Some DEs are set on a timer based on player interaction and trigger points as to avoid farming situations. Jumping puzzles are there to reward explorers. Skill points for the same reason and at the same time stretches out content. Since skill points is something you're going to want to do, sooner than later probably.
Oh and here's a SWTOR datacron jumping puzzle thing:
By your logic, none of the games we are playing are any different from meridian, EQ1, or Ultima online. We are all still just playing programmed RPGs. It's just not a practical argument. It's picking a part a game to the point where it holds no meaning what so ever. These are still games, built with a programming language, played over the internet. How this is presented is the ONLY difference that is practical in any sort of realistic sense.
Then tell me what's new they brought to the table in PvE.
also hearts are not a center piece and were not even in earlier builds of the game
Yes hearts were and yes they are. The reason for the heart/scout thing was because people couldn't find the events to do in the first place. These events would be passed over and ANet asked why people didn't pay attention to them. People were so used to following a set path. They added the hearts and scouts to help them along for a specific reason. Doing hearts and the main storyline is very much the core of their PvE. The DEs are there to liven things up and give community involvement. Some DEs are set on a timer based on player interaction and trigger points as to avoid farming situations. Jumping puzzles are there to reward explorers. Skill points for the same reason and at the same time stretches out content. Since skill points is something you're going to want to do, sooner than later probably.
Oh and here's a SWTOR datacron jumping puzzle thing:
There's tons more examples like that.
lol you seriously find datacron jumping puzzles that similar to GW2 ones? Tors are static and your reward at the end is a datacron. GW2 are actual puzzles with things that move and change and will knock you off the path much like a standard platformer as well as hidden events and boss fights at the end.. fact you feel they are the same really shows me how you can percieve GW2 exploration to be so similar to other themeparks... also listen to the dev videos on how they describe PVE in the game DE's are what PVE in this game is all about to them
I angered the clerk in a clothing shop today. She asked me what size I was and I said actual, because I am not to scale. I like vending machines 'cause snacks are better when they fall. If I buy a candy bar at a store, oftentimes, I will drop it... so that it achieves its maximum flavor potential. --Mitch Hedberg
downplay what they have accomplished in this game by looking to other games for comfirmation of your own bias.
Well honestly I will be playing GW2. I just think calling what they've done brilliant to be a healthy dose of bias on the other end. My argument is their storylines for the most part are serviceable to crap. Their heart system which is (whether people here want to admit it or not) is a focal point for PvE and not done very well.
Exploration in the game is great and it's wonderful they encourage that. DEs are good (some better than others.) Jumping puzzles are fantastic. The skill point system I don't care for, but w/e.
I just think it's hilarious that the fanboy group think is to pretend the heart system isn't a core part of the PvE. I mean. LOL
I played SWTOR and I did several datacrons.... the ONLY reason they were hard was because of the game's horrible platform jumping. GW2 actually manages to make the jumping puzzles feel smooth and responsive but gives you actual obstacles to overcome instead of just shitty controls while walking on a tightrope.
lol you seriously find datacron jumping puzzles that similar to GW2 ones? Tors are static and your reward at the end is a datacron. GW2 are actual puzzles with things that move and change and will knock you off the path much like a standard platformer as well as hidden events and boss fights at the end.. fact you feel they are the same really shows me how you can percieve GW2 exploration to be so similar to other themeparks.,
Yes I do. It's a jumping puzzle. GW2 did theirs better. Doesn't make it new. Doesn't make it outside of the box and certainly doesn't make it 'brilliant.'
I just think it's hilarious that the fanboy group think is to pretend the heart system isn't a core part of the PvE. I mean. LOL
But hey, everyone has their own opinions.
It's no less an opinion than that the hearts are necessary. The heart system can be a core part of the PVE, if you so choose, but it's not required. Get over it.
lol you seriously find datacron jumping puzzles that similar to GW2 ones? Tors are static and your reward at the end is a datacron. GW2 are actual puzzles with things that move and change and will knock you off the path much like a standard platformer as well as hidden events and boss fights at the end.. fact you feel they are the same really shows me how you can percieve GW2 exploration to be so similar to other themeparks.,
Yes I do. It's a jumping puzzle. GW2 did theirs better. Doesn't make it new. Doesn't make it outside of the box and certainly doesn't make it 'brilliant.'
so something has to be completely new and differn't to be a better experience? if you understand GW2 jumping puzzles are better how can you not understand GW2 exploration is also better? Also read dev diary's and interviews about GW2, hearts are not the core to pve DE's are what they centered their entire PVE model around.
I angered the clerk in a clothing shop today. She asked me what size I was and I said actual, because I am not to scale. I like vending machines 'cause snacks are better when they fall. If I buy a candy bar at a store, oftentimes, I will drop it... so that it achieves its maximum flavor potential. --Mitch Hedberg
I just think it's hilarious that the fanboy group think is to pretend the heart system isn't a core part of the PvE. I mean. LOL
But hey, everyone has their own opinions.
It's no less an opinion than that the hearts are necessary. The heart system can be a core part of the PVE, if you so choose, but it's not required. Get over it.
I just think it's hilarious that the fanboy group think is to pretend the heart system isn't a core part of the PvE. I mean. LOL
But hey, everyone has their own opinions.
It's no less an opinion than that the hearts are necessary. The heart system can be a core part of the PVE, if you so choose, but it's not required. Get over it.
My inner completionist tells me they are required.
The map tracks whether or not you do them all... they may not actually be required, but Anet wants you/us to do them and gives us incentive to do so.
jdnyc, you do know that as your progress in level the number of heart quests goes down and the number of DE's goes up right?
Hell, you can notice a HUGE difference in the Asura/Sylvari zones between 1-10 and 10+
There is like 1 heart per level at 10+ and often multiple heart quests of a specifc level under 10.
I just think it's hilarious that the fanboy group think is to pretend the heart system isn't a core part of the PvE. I mean. LOL
But hey, everyone has their own opinions.
It's no less an opinion than that the hearts are necessary. The heart system can be a core part of the PVE, if you so choose, but it's not required. Get over it.
By design from ArenaNet...it is. You get over it.
They never state that. They are optional. Do you know the difference between core and optional? Drool once for yes, twice for no.
By your logic, none of the games we are playing are any different from meridian, EQ1, or Ultima online. We are all still just playing programmed RPGs. It's just not a practical argument. It's picking a part a game to the point where it holds no meaning what so ever. These are still games, built with a programming language, played over the internet. How this is presented is the ONLY difference that is practical in any sort of realistic sense.
Then tell me what's new they brought to the table in PvE.
There are a bunch of lists that answer your question in the earlier pages of this thread, that were written in response to Teala posing a similar question and then never addressing the answers to her question .
downplay what they have accomplished in this game by looking to other games for comfirmation of your own bias.
Well honestly I will be playing GW2. I just think calling what they've done brilliant to be a healthy dose of bias on the other end. My argument is their storylines for the most part are serviceable to crap. Their heart system which is (whether people here want to admit it or not) is a focal point for PvE and not done very well.
Exploration in the game is great and it's wonderful they encourage that. DEs are good (some better than others.) Jumping puzzles are fantastic. The skill point system I don't care for, but w/e.
I just think it's hilarious that the fanboy group think is to pretend the heart system isn't a core part of the PvE. I mean. LOL
But hey, everyone has their own opinions.
I agree that hearts are PART of the core of their PvE. They are basically quests with mutiple objectives where you don't have to pick up a quest or return to the questgiver. They are better than the standard questing system in my opinion, but feel very much like quests. I think many people even refer to them as "heart quests."
And I'm also not a fan of the personal story. But after SWTOR, I'm not a fan of story driven content in MMOs in general. If you are going to tell me a story, make it part of the rest of the world. I like lore. I like stories. I'm not that big a fan of instanced single player content in MMORPGs.
In the end though, you really can decide to completely avoid the personal story and be just fine. I like that it's optional and I think it was a good decision on their part to make it that way.
Why are people making stuff up? The game does have some legitimate flaws to criticize it for but instead some posters are making stuff up. Who does that?
Devs have always stated that hearts were guides because some testers need a bit of railing during their gameplay early on. In the later areas, or at least in Orr, they are no hearts to complete and only dynamic events, jumping puzzles, gathering, exploring etc will be available.
By your logic, none of the games we are playing are any different from meridian, EQ1, or Ultima online. We are all still just playing programmed RPGs. It's just not a practical argument. It's picking a part a game to the point where it holds no meaning what so ever. These are still games, built with a programming language, played over the internet. How this is presented is the ONLY difference that is practical in any sort of realistic sense.
Then tell me what's new they brought to the table in PvE.
There are a bunch of lists that answer your question in the earlier pages of this thread, that were written in response to Teala posing a similar question and then never addressing the answers to her question .
again you can throw all the videos, facts, dev talk, you want at some people and they have it stuck in their mind it's how it is and no matter what you say will make any differnce. Yet they still complain about the game and spread false information about it. Fine if you don't enjoy it but saying hearts are what the developers designed as THE core PVE element is a straight up lie.
I angered the clerk in a clothing shop today. She asked me what size I was and I said actual, because I am not to scale. I like vending machines 'cause snacks are better when they fall. If I buy a candy bar at a store, oftentimes, I will drop it... so that it achieves its maximum flavor potential. --Mitch Hedberg
By your logic, none of the games we are playing are any different from meridian, EQ1, or Ultima online. We are all still just playing programmed RPGs. It's just not a practical argument. It's picking a part a game to the point where it holds no meaning what so ever. These are still games, built with a programming language, played over the internet. How this is presented is the ONLY difference that is practical in any sort of realistic sense.
Then tell me what's new they brought to the table in PvE.
Gladly.
- Questing that doesn't wait for you to happen. If you are there when an event kicks off, great! but it's not going to wait around for you to happen. It just happens, whether you are ready for it or not.
- Questing that offers you a variety of different objectives to complete it. I haven't seen this in any other MMO that comes to mind. It's always a list of 'do X, and then come back for a reward.'
- They removed the shopping list. You can still see your progression, but they hide how many things you need to do in order to finish an event.
- All events can fail. The closest thing to this we have is in WAR, where PQs can fail, but they fail in a vacuum. You can fail to beat a rift, but there isn't a fail event. It's just there waiting to be completed.
- Rewards for exploration. Really, other games just don't do this. I haven't played any other MMOs that reward you in both exp & loot, for randomly strolling around the map, searching for things.
- Removes competition for players in the PvE environment. Players can't take away mobs you need to complete an event, they can't take away gathering nodes from you, they can't killsteal. If you are in the area, contributing, you get credit for it, regardless of what you hit first.
- Bundles. You can completely change how your class plays by picking up a different weapon, suit, gadjet, or item. It gives you an entirely new set of skills.
- You can still complete a quest if you join late, provided you contribute.
- Completely different quests that chain together, creating entirely new experiences based on player action.
etc.
Figure it's good to stop there, this list could probably fill up an entire page on this thread.
Comments
- the exploration IS different from other MMO's because there are secret areas, bosses and loot to be found. exploration LEADS to finding DE's
- Rifts are shallow and dry. at best, it's like a zombie survival game where you take on waves of beasts. there is no purpose, no backstory and theyre NOT DYNAMIC, which means theyre not connected to a web of other events. in addition, theyre not PERSISTENT. the persistent nature of DE's makes GW2's PVE a partial sandbox.
the level of ignorance in your post is astonishing.
Which almost every MMO themepark has to some extent. About the DE's. Rifts are not the true DE's in Rift. It's their zone events that trigger. GW2 has nothing new in the department other than they do the things found in older games better. That doesn't make it different. It makes it better to some, depending on what you're looking for.
You have missed something. And something quite major.
Hearts are NOT intended to be a core part of the PvE in GW2. The original build of the game didn't even have them in it. They were added later, when testers were complaining that they didn't know where to go. They are bascially a guide, to give players a little direction as they are learning to explore in this game.
As you get higher into the zones, they start having less and less heart NPCs. The final areas (lvl 70-80) don't have ANY heart NPCs in the entire zone. They are entirely DEs.
The 'core' part of PvE in GW2 is exploration. Most of this is achieved via Dynamic Events. However, the entire game is built around the idea that players should be exploring, running around and trying to discover things hidden around a zone. By ignoring this, and only doing hearts, you are missing 90% of the content this game has to offer, and are also missing out on A TON of exp. In the starting areas alone, I can outlvl a zone, without ever touching a heart NPC, and do it much faster than those that are only focusing on hearts.
This game rewards you for basically doing ANYTHING in the game, as long as you are doing something. Hearts (and scout NPCs) were added as a guide, to those that need to be handheld a bit, and need direction.
it depends how you look at it too. you can look at it honestly and objectively, in which case you would say that DE's are unique or even revolutionary because they havent been done before successfully. PQ's were a flop in Warhammer, and PQs =/= DE's because PQ's are not dynamic or persistent. not by a long shot.
or you can look at it irrationally, in which case you'd be saying that GW2's is more of the same old, which is pure bull.
I really like this post and completely agree with you.
My brothers biggest complaint is that there is no end game gear grind for better stats. He says he wouldnt run dungeons for cosmetic gear. I on the other hand would much rather the cosmetic and the end game be based on Skill instead of Gear.
I can't think of any other themepark MMO that offers anywhere close to GW2 level of exploration not only in content(as in places to see) but in sheer amount of hidden things to uncover. Fine if you don't care for PVE in this game but to say its so much like all the rest makes me think you didn't even try it or if you did basically ran from heart to heart quest and didn't really bother just exploring the world.
I angered the clerk in a clothing shop today. She asked me what size I was and I said actual, because I am not to scale. I like vending machines 'cause snacks are better when they fall. If I buy a candy bar at a store, oftentimes, I will drop it... so that it achieves its maximum flavor potential. --Mitch Hedberg
I hope it's successful because BWE3 confirmed to me that more players = even more fun.
I honestly believe that at the end of the day having fun is really all that matters.
http://www.youtube.com/watch?v=kPkXrro3HBI&feature=player_embedded
Actually, it does.
By your logic, none of the games we are playing are any different from meridian, EQ1, or Ultima online. We are all still just playing programmed RPGs. It's just not a practical argument. It's picking a part a game to the point where it holds no meaning what so ever. These are still games, built with a programming language, played over the internet. How this is presented is the ONLY difference that is practical in any sort of realistic sense.
I think the exploration in GW2 is superior to every themepark I've ever played. There are things off the beaten path. The world sort of takes you on a romp every once in a while. The zones are massive and there is often something in that little cranny that you are curious about. Once you out-level a zone, the content of lower zones remains a valid option still. This only adds to the idea that I can fulfill my wanderlust bug and go anywhere at will.
The jumping puzzles are also far superior to, and more plentiful, than the games you list in my opinion. They are "different" in that they are more complex and interesting and sometimes take you to places off the beaten path that many people may not see.
DEs are also superior to rifts in my opinion. The way they branch and chain and move you arcross the landscape and follow a sort of narrative makes them, in my opinion, far better overall.
It's easy to just say these things are same old/same old. I think it's exactly because they do share characteristics of systems from other games that people get away with saying stuff like what you're saying. But the execution in this game is far and away better in these areas than in the other games you list. And I think it's disingenuous to downplay what they have accomplished in this game by looking to other games for comfirmation of your own bias.
Yes hearts were and yes they are. The reason for the heart/scout thing was because people couldn't find the events to do in the first place. These events would be passed over and ANet asked why people didn't pay attention to them. People were so used to following a set path. They added the hearts and scouts to help them along for a specific reason. Doing hearts and the main storyline is very much the core of their PvE. The DEs are there to liven things up and give community involvement. Some DEs are set on a timer based on player interaction and trigger points as to avoid farming situations. Jumping puzzles are there to reward explorers. Skill points for the same reason and at the same time stretches out content. Since skill points is something you're going to want to do, sooner than later probably.
Oh and here's a SWTOR datacron jumping puzzle thing:
http://www.youtube.com/watch?v=te4NR3Ej7ys
There's tons more examples like that.
Then tell me what's new they brought to the table in PvE.
lol you seriously find datacron jumping puzzles that similar to GW2 ones? Tors are static and your reward at the end is a datacron. GW2 are actual puzzles with things that move and change and will knock you off the path much like a standard platformer as well as hidden events and boss fights at the end.. fact you feel they are the same really shows me how you can percieve GW2 exploration to be so similar to other themeparks... also listen to the dev videos on how they describe PVE in the game DE's are what PVE in this game is all about to them
I angered the clerk in a clothing shop today. She asked me what size I was and I said actual, because I am not to scale. I like vending machines 'cause snacks are better when they fall. If I buy a candy bar at a store, oftentimes, I will drop it... so that it achieves its maximum flavor potential. --Mitch Hedberg
Well honestly I will be playing GW2. I just think calling what they've done brilliant to be a healthy dose of bias on the other end. My argument is their storylines for the most part are serviceable to crap. Their heart system which is (whether people here want to admit it or not) is a focal point for PvE and not done very well.
Exploration in the game is great and it's wonderful they encourage that. DEs are good (some better than others.) Jumping puzzles are fantastic. The skill point system I don't care for, but w/e.
I just think it's hilarious that the fanboy group think is to pretend the heart system isn't a core part of the PvE. I mean. LOL
But hey, everyone has their own opinions.
I played SWTOR and I did several datacrons.... the ONLY reason they were hard was because of the game's horrible platform jumping. GW2 actually manages to make the jumping puzzles feel smooth and responsive but gives you actual obstacles to overcome instead of just shitty controls while walking on a tightrope.
Yes I do. It's a jumping puzzle. GW2 did theirs better. Doesn't make it new. Doesn't make it outside of the box and certainly doesn't make it 'brilliant.'
It's no less an opinion than that the hearts are necessary. The heart system can be a core part of the PVE, if you so choose, but it's not required. Get over it.
so something has to be completely new and differn't to be a better experience? if you understand GW2 jumping puzzles are better how can you not understand GW2 exploration is also better? Also read dev diary's and interviews about GW2, hearts are not the core to pve DE's are what they centered their entire PVE model around.
I angered the clerk in a clothing shop today. She asked me what size I was and I said actual, because I am not to scale. I like vending machines 'cause snacks are better when they fall. If I buy a candy bar at a store, oftentimes, I will drop it... so that it achieves its maximum flavor potential. --Mitch Hedberg
By design from ArenaNet...it is. You get over it.
My inner completionist tells me they are required.
The map tracks whether or not you do them all... they may not actually be required, but Anet wants you/us to do them and gives us incentive to do so.
jdnyc, you do know that as your progress in level the number of heart quests goes down and the number of DE's goes up right?
Hell, you can notice a HUGE difference in the Asura/Sylvari zones between 1-10 and 10+
There is like 1 heart per level at 10+ and often multiple heart quests of a specifc level under 10.
They never state that. They are optional. Do you know the difference between core and optional? Drool once for yes, twice for no.
There are a bunch of lists that answer your question in the earlier pages of this thread, that were written in response to Teala posing a similar question and then never addressing the answers to her question .
Are you team Azeroth, team Tyria, or team Jacob?
I agree that hearts are PART of the core of their PvE. They are basically quests with mutiple objectives where you don't have to pick up a quest or return to the questgiver. They are better than the standard questing system in my opinion, but feel very much like quests. I think many people even refer to them as "heart quests."
And I'm also not a fan of the personal story. But after SWTOR, I'm not a fan of story driven content in MMOs in general. If you are going to tell me a story, make it part of the rest of the world. I like lore. I like stories. I'm not that big a fan of instanced single player content in MMORPGs.
In the end though, you really can decide to completely avoid the personal story and be just fine. I like that it's optional and I think it was a good decision on their part to make it that way.
Why are people making stuff up? The game does have some legitimate flaws to criticize it for but instead some posters are making stuff up. Who does that?
Devs have always stated that hearts were guides because some testers need a bit of railing during their gameplay early on. In the later areas, or at least in Orr, they are no hearts to complete and only dynamic events, jumping puzzles, gathering, exploring etc will be available.
What's going on? lol
again you can throw all the videos, facts, dev talk, you want at some people and they have it stuck in their mind it's how it is and no matter what you say will make any differnce. Yet they still complain about the game and spread false information about it. Fine if you don't enjoy it but saying hearts are what the developers designed as THE core PVE element is a straight up lie.
I angered the clerk in a clothing shop today. She asked me what size I was and I said actual, because I am not to scale. I like vending machines 'cause snacks are better when they fall. If I buy a candy bar at a store, oftentimes, I will drop it... so that it achieves its maximum flavor potential. --Mitch Hedberg
Gladly.
- Questing that doesn't wait for you to happen. If you are there when an event kicks off, great! but it's not going to wait around for you to happen. It just happens, whether you are ready for it or not.
- Questing that offers you a variety of different objectives to complete it. I haven't seen this in any other MMO that comes to mind. It's always a list of 'do X, and then come back for a reward.'
- They removed the shopping list. You can still see your progression, but they hide how many things you need to do in order to finish an event.
- All events can fail. The closest thing to this we have is in WAR, where PQs can fail, but they fail in a vacuum. You can fail to beat a rift, but there isn't a fail event. It's just there waiting to be completed.
- Rewards for exploration. Really, other games just don't do this. I haven't played any other MMOs that reward you in both exp & loot, for randomly strolling around the map, searching for things.
- Removes competition for players in the PvE environment. Players can't take away mobs you need to complete an event, they can't take away gathering nodes from you, they can't killsteal. If you are in the area, contributing, you get credit for it, regardless of what you hit first.
- Bundles. You can completely change how your class plays by picking up a different weapon, suit, gadjet, or item. It gives you an entirely new set of skills.
- You can still complete a quest if you join late, provided you contribute.
- Completely different quests that chain together, creating entirely new experiences based on player action.
etc.
Figure it's good to stop there, this list could probably fill up an entire page on this thread.