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Reasons why GW1 vets might feel hard done by

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Comments

  • ScarfeScarfe Member Posts: 281
    Originally posted by grndzro

    I too find GW2 seriously boring, and I don't even have an 80.......or even a 50.

    The problems I see are that the downgrading of level is too severe to allow easy farming of mats(Which drop far too infrequently)

    And the crafted gear is too late in levels making farming a very tedious endeavor no matter your level.

    Runing speed is atrocious.

    Disconnects are too frequent/Lag is too great

    I miss the Rock Paper Scissors approach to class balancing. it made PVP much more enjoyable.

    I miss the difficulty of GW1

    I miss having to hunt down my Elite skills.

    I miss being able to travel around waypoints without spending a crapload of money doing so.

    Got to agree with all of the above.  Crafting is a bit of a mess; and hunting elite skills, I would take that over a vista or jump puzzle any day of the week, dam I stopped playing platform games back when Doom was released and don't want them in my MMO's. 

    currently playing: DDO, AOC, WoT, P101

  • cloud8521cloud8521 Member Posts: 878
    Everyone always pulls the "Hype" card.. but honestly that is the most BS excuse to hate something. "Oh  the fanbase  said a game is good,  byond normal expextations  this is all the games fault! How dare the game have a fanbase." what is worse is said Hype was all true.
  • ScarfeScarfe Member Posts: 281
    Originally posted by cloud8521
    Everyone always pulls the "Hype" card.. but honestly that is the most BS excuse to hate something. "Oh  the fanbase  said a game is good,  byond normal expextations  this is all the games fault! How dare the game have a fanbase." what is worse is said Hype was all true.

    I am not blaming the game for the hype, although I am partially blaming the devs.  What I am saying is that if your expectations for something have been raised to unrealistic levels, then you are going to be disappointed.  A simple point and completely valid. 

    currently playing: DDO, AOC, WoT, P101

  • ThomasN7ThomasN7 87.18.7.148Member CommonPosts: 6,690
    I look back on the success Guild Wars 1 had and a big reason for that is because it wasn't like any other mmo out there. It pretty much was a complete opposite and fans loved that part. When I look at Guild Wars 2 it reminds me of just another run of the mill mmo and that is a problem.
    30
  • ThorkuneThorkune Member UncommonPosts: 1,969
    So far, I am not a huge fan of GW2. But, I like it 100 times better than GW1. To me, GW1 felt like I was always playing in a small box. At least the world in GW2 feels way more open.
  • VolkonVolkon Member UncommonPosts: 3,748
    Originally posted by Scarfe

    This is my first post and no doubt I will be accused of trolling or some such nonsense, but I intend to explain my general dissapointment with GW2, briefly: -

    1 Hype

    I stumbled upon GW1 and loved it.  The hype for GW2, (in no small way exacerbated by press releases that were bordering upon pure BS) was insane.  Nothing can live up to that level of hype.  GW2 certainly did not. 

     

    2 Map

    I could not jump in GW1, I could not fall off cliffs, yet somehow I had a greater sense of freedom.  GW2 is a horrible pile of shoe boxes, you explore each corner then move on to the next.  I really dislike the horrible tetris design. 

    3 Story

    What is there to say here?  Voice acting is terrible.  The story is dreadful, I mean really bad.  There are several storylines, but I would rather play through GW1 50 times than experience them all. 

    4 Freedom

    The beauty of GW1 was the ability to set up a build from scratch, pick from a huge variety of useful abilities on a limited toolbar.  In pvp you never quite knew what you would be fighting.  Why oh why did they do away with this. I simply cannot understand it. Need I say more?

    5 Fake twitch

    If moves are announced three weeks in advance it is not twitch. 

    6 That's it

    It feels like an experiment in doing away with quest hubs and the trinity, that went badly wrong, yet they had to justify it.

     

     I have a hard time believing you kept a straight face while typing this.

    1. Hype. Irrelevant. Has nothing to do with old GW1 dogs like myself liking the game.

    2. Map. Yep, it's about exploring, and HEY! Just like GW1 was! Only now there's more to see, more to find, more to explore. Plus it's a dynamic, changing world. Comparing it to the instances in GW1 where you clear the mobs on the map then have the map to yourself, mob-free, is ridiculous. Different system, different game.

    3. You don't like the story, others do. Irrelevant to GW1, although there's plenty of issues with GW1 story as well. Danika's voice acting, for example, still makes small children wake in the middle of the night in fear without knowing why.

    4. Freedom. It's still there, it's just more than just the skills on the toolbar now. Traits, sigils, runes... they're all part of the build now instead of deciding whether or not to give Otyaugh's Cry a try or not.

    5. Fake twitch? It's better than it was in GW1, where you saw the enemy cast bars and reacted on that instead of a visual clue which you may or may not miss. Seriously, you find that an issue, when it was so much easier in GW1?

    6. The experiment, doing away with the trinity and hubs, is certainly a successful formula. They've done it brilliantly, regardless of what the vocal few on the forums think.

    Oderint, dum metuant.

  • ScarfeScarfe Member Posts: 281
    Originally posted by Volkon
    Originally posted by Scarfe

    This is my first post and no doubt I will be accused of trolling or some such nonsense, but I intend to explain my general dissapointment with GW2, briefly: -

    1 Hype

    I stumbled upon GW1 and loved it.  The hype for GW2, (in no small way exacerbated by press releases that were bordering upon pure BS) was insane.  Nothing can live up to that level of hype.  GW2 certainly did not. 

     

    2 Map

    I could not jump in GW1, I could not fall off cliffs, yet somehow I had a greater sense of freedom.  GW2 is a horrible pile of shoe boxes, you explore each corner then move on to the next.  I really dislike the horrible tetris design. 

    3 Story

    What is there to say here?  Voice acting is terrible.  The story is dreadful, I mean really bad.  There are several storylines, but I would rather play through GW1 50 times than experience them all. 

    4 Freedom

    The beauty of GW1 was the ability to set up a build from scratch, pick from a huge variety of useful abilities on a limited toolbar.  In pvp you never quite knew what you would be fighting.  Why oh why did they do away with this. I simply cannot understand it. Need I say more?

    5 Fake twitch

    If moves are announced three weeks in advance it is not twitch. 

    6 That's it

    It feels like an experiment in doing away with quest hubs and the trinity, that went badly wrong, yet they had to justify it.

     

     I have a hard time believing you kept a straight face while typing this.

    1. Hype. Irrelevant. Has nothing to do with old GW1 dogs like myself liking the game.

    2. Map. Yep, it's about exploring, and HEY! Just like GW1 was! Only now there's more to see, more to find, more to explore. Plus it's a dynamic, changing world. Comparing it to the instances in GW1 where you clear the mobs on the map then have the map to yourself, mob-free, is ridiculous. Different system, different game.

    3. You don't like the story, others do. Irrelevant to GW1, although there's plenty of issues with GW1 story as well. Danika's voice acting, for example, still makes small children wake in the middle of the night in fear without knowing why.

    4. Freedom. It's still there, it's just more than just the skills on the toolbar now. Traits, sigils, runes... they're all part of the build now instead of deciding whether or not to give Otyaugh's Cry a try or not.

    5. Fake twitch? It's better than it was in GW1, where you saw the enemy cast bars and reacted on that instead of a visual clue which you may or may not miss. Seriously, you find that an issue, when it was so much easier in GW1?

    6. The experiment, doing away with the trinity and hubs, is certainly a successful formula. They've done it brilliantly, regardless of what the vocal few on the forums think.

    1.  I believe its relevent; if you have been given unrealistic expectations you will only be disappointed. 

    2.  I am not much of a fan of the map in either tbh.  Would prefer an open world to explore without walls.  However, the GW1 map just felt more organic to me, it wasn't this horrible tetris world that just ruins all immersion. 

    3. Simply put, the GW1 story was vastly superior.  The GW2 stories I have experienced just feel amateurish in the extreme.

    4. GW2 is clearly far more prescriptive.

    5.  I don't really find it an issue tbh, it is one of the more minor grumbles I have.  the general tedium of combat would be a bigger issue for me.

    6.  Pure opinion, we'll have to agree to disagree on this one.  I think the instances are mess because no real alternative has been offered for the trinity, it has simply been removed from the game.  The hearts are simply quest hubs without any of the interraction you used to have.  The dynamic events are not dynamic, the are just two or three constantly repeating quests, take area, defend area, repeat ad nauseum. 

     

    currently playing: DDO, AOC, WoT, P101

  • VolkonVolkon Member UncommonPosts: 3,748
    Originally posted by Scarfe
    Originally posted by Volkon
    Originally posted by Scarfe

    This is my first post and no doubt I will be accused of trolling or some such nonsense, but I intend to explain my general dissapointment with GW2, briefly: -

    1 Hype

    I stumbled upon GW1 and loved it.  The hype for GW2, (in no small way exacerbated by press releases that were bordering upon pure BS) was insane.  Nothing can live up to that level of hype.  GW2 certainly did not. 

     

    2 Map

    I could not jump in GW1, I could not fall off cliffs, yet somehow I had a greater sense of freedom.  GW2 is a horrible pile of shoe boxes, you explore each corner then move on to the next.  I really dislike the horrible tetris design. 

    3 Story

    What is there to say here?  Voice acting is terrible.  The story is dreadful, I mean really bad.  There are several storylines, but I would rather play through GW1 50 times than experience them all. 

    4 Freedom

    The beauty of GW1 was the ability to set up a build from scratch, pick from a huge variety of useful abilities on a limited toolbar.  In pvp you never quite knew what you would be fighting.  Why oh why did they do away with this. I simply cannot understand it. Need I say more?

    5 Fake twitch

    If moves are announced three weeks in advance it is not twitch. 

    6 That's it

    It feels like an experiment in doing away with quest hubs and the trinity, that went badly wrong, yet they had to justify it.

     

     I have a hard time believing you kept a straight face while typing this.

    1. Hype. Irrelevant. Has nothing to do with old GW1 dogs like myself liking the game.

    2. Map. Yep, it's about exploring, and HEY! Just like GW1 was! Only now there's more to see, more to find, more to explore. Plus it's a dynamic, changing world. Comparing it to the instances in GW1 where you clear the mobs on the map then have the map to yourself, mob-free, is ridiculous. Different system, different game.

    3. You don't like the story, others do. Irrelevant to GW1, although there's plenty of issues with GW1 story as well. Danika's voice acting, for example, still makes small children wake in the middle of the night in fear without knowing why.

    4. Freedom. It's still there, it's just more than just the skills on the toolbar now. Traits, sigils, runes... they're all part of the build now instead of deciding whether or not to give Otyaugh's Cry a try or not.

    5. Fake twitch? It's better than it was in GW1, where you saw the enemy cast bars and reacted on that instead of a visual clue which you may or may not miss. Seriously, you find that an issue, when it was so much easier in GW1?

    6. The experiment, doing away with the trinity and hubs, is certainly a successful formula. They've done it brilliantly, regardless of what the vocal few on the forums think.

    1.  I believe its relevent; if you have been given unrealistic expectations you will only be disappointed. 

    2.  I am not much of a fan of the map in either tbh.  Would prefer an open world to explore without walls.  However, the GW1 map just felt more organic to me, it wasn't this horrible tetris world that just ruins all immersion. 

    3. Simply put, the GW1 story was vastly superior.  The GW2 stories I have experienced just feel amateurish in the extreme.

    4. GW2 is clearly far more prescriptive.

    5.  I don't really find it an issue tbh, it is one of the more minor grumbles I have.  the general tedium of combat would be a bigger issue for me.

    6.  Pure opinion, we'll have to agree to disagree on this one.  I think the instances are mess because no real alternative has been offered for the trinity, it has simply been removed from the game.  The hearts are simply quest hubs without any of the interraction you used to have.  The dynamic events are not dynamic, the are just two or three constantly repeating quests, take area, defend area, repeat ad nauseum. 

     

     So our opinions differ and we agree to disagree.

    Oderint, dum metuant.

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