Originally posted by Crazy_Stick So there is a gear cap? We haven't really seen enough of their end game ideas to know what is in store yet and I don't want to trash it ahead of time. Maybe they will one up GW2 for WV3 with PVP that allows you to chop off another player characters head and steal their power so you don't have to quest grind for classes? Maybe the assumed raid dungeons will have random elements. Maybe there will be guildhall and feature grind to open up new functional additions in landmark. I am just not stoking a fire till there is meat to burn dude.
There is no endgame in Sandbox game, you do want to do and make your own goals. Sandbox game doesn't end its just there for you to play in. The content comes from interacting with the other players in the world and making your own adventures. Rallying Calls are big world events that you can take part in or not , but they said even if you are on the other end of the world you can still effect the out come of a Rallying Call just by doing something that triggers other events like a ripple in a pond of water.
EVE has a good video about the butterfly effect one person can have in a sandbox game where your one choice can cause a lot things to happen. The hook of a sandbox game is too get evolve into wants going on around you in the game world and too make your own mark in it.
I dunno, I dislike the similarities people make between EQN and EVE. EQN as proposed seems more like GW2 with other MMORPG altaholic stuff going on, perhaps more like SWTOR, where altaholics got global account benefits via Legacy for doing more alts.
GW2 had no endgame, and like hell thats a sandbox.
All this talk about EVE, and I think I'll be playing that tonight!
GW 2 is not a sandbox, its a themepark game that took some ideas from sandbox games and tried to make the world less rigid as far giving players choices on how to level and progress. You still follow a quest line that has a end and nothing in the world changes because the dynamic events are scripted and reset themselves.
EQ Next is a true sandbox game, there is no comparison between the two games. EQ Next will give you the freedom to go and do anything you want to do and as long as you progress your gear and items higher tier areas will open up to you to explore and harvest resources. Players in GW 2 have to wait on devs to make new content to get anything new to do in it. Players in EQ 2 make there own content just by being in the world and effecting change in it, this has been done in older sandbox games.
I enjoy others enthusiasm in an upcoming game, although I'm just going off what devs say in news releases and trying to base any speculations off what was said, as opposed to speculations off other speculations.
For EQN being a true sandbox .. well, have to wait and see, but it seems more of a hybrid to me. Which isn't a bad thing .. I actually prefer a hybrid to a flat-out sandbox - hybrids give more substance to roleplaying, for example.
As to this thread topic though, it would definitely seem as though EQN is going to need a massive influx of sandbox at gear cap, if this game is to have any significant longevity in the marketplace. I'm not seeing much sandbox yet though ... just statements by players on the game they want .. but little as to what gamers will actually get.
A hybrid would have vertical progression like the first EQ, which is a hybrid that spawn the thempark games.
Gear tiers are essentially levels, which is vertical.
Originally posted by ignore_me For me, in SWG, I felt the game began at level cap. My adventures were best after I had used all my points and then started trying new class combinations.
SWG had a ton of potential, but was left alone and broken.. It was only a matter of time it fail.. Jedi's should of been in the game from Day 1.. Other Professions were broken or a waste of time.. And absolutely there should of been DEV developed content released on a monthly basis.. (similar to Rally Calls)..
Originally posted by Crazy_Stick So there is a gear cap? We haven't really seen enough of their end game ideas to know what is in store yet and I don't want to trash it ahead of time. Maybe they will one up GW2 for WV3 with PVP that allows you to chop off another player characters head and steal their power so you don't have to quest grind for classes? Maybe the assumed raid dungeons will have random elements. Maybe there will be guildhall and feature grind to open up new functional additions in landmark. I am just not stoking a fire till there is meat to burn dude.
There is no endgame in Sandbox game, you do want to do and make your own goals. Sandbox game doesn't end its just there for you to play in. The content comes from interacting with the other players in the world and making your own adventures. Rallying Calls are big world events that you can take part in or not , but they said even if you are on the other end of the world you can still effect the out come of a Rallying Call just by doing something that triggers other events like a ripple in a pond of water.
EVE has a good video about the butterfly effect one person can have in a sandbox game where your one choice can cause a lot things to happen. The hook of a sandbox game is too get evolve into wants going on around you in the game world and too make your own mark in it.
I dunno, I dislike the similarities people make between EQN and EVE. EQN as proposed seems more like GW2 with other MMORPG altaholic stuff going on, perhaps more like SWTOR, where altaholics got global account benefits via Legacy for doing more alts.
GW2 had no endgame, and like hell thats a sandbox.
All this talk about EVE, and I think I'll be playing that tonight!
GW 2 is not a sandbox, its a themepark game that took some ideas from sandbox games and tried to make the world less rigid as far giving players choices on how to level and progress. You still follow a quest line that has a end and nothing in the world changes because the dynamic events are scripted and reset themselves.
EQ Next is a true sandbox game, there is no comparison between the two games. EQ Next will give you the freedom to go and do anything you want to do and as long as you progress your gear and items higher tier areas will open up to you to explore and harvest resources. Players in GW 2 have to wait on devs to make new content to get anything new to do in it. Players in EQ 2 make there own content just by being in the world and effecting change in it, this has been done in older sandbox games.
I enjoy others enthusiasm in an upcoming game, although I'm just going off what devs say in news releases and trying to base any speculations off what was said, as opposed to speculations off other speculations.
For EQN being a true sandbox .. well, have to wait and see, but it seems more of a hybrid to me. Which isn't a bad thing .. I actually prefer a hybrid to a flat-out sandbox - hybrids give more substance to roleplaying, for example.
As to this thread topic though, it would definitely seem as though EQN is going to need a massive influx of sandbox at gear cap, if this game is to have any significant longevity in the marketplace. I'm not seeing much sandbox yet though ... just statements by players on the game they want .. but little as to what gamers will actually get.
A hybrid would have vertical progression like the first EQ, which is a hybrid that spawn the thempark games.
Gear tiers are essentially levels, which is vertical.
No, not really it just a measurement of how much you horizontally progress to go too the next area.
Originally posted by Crazy_Stick So there is a gear cap? We haven't really seen enough of their end game ideas to know what is in store yet and I don't want to trash it ahead of time. Maybe they will one up GW2 for WV3 with PVP that allows you to chop off another player characters head and steal their power so you don't have to quest grind for classes? Maybe the assumed raid dungeons will have random elements. Maybe there will be guildhall and feature grind to open up new functional additions in landmark. I am just not stoking a fire till there is meat to burn dude.
There is no endgame in Sandbox game, you do want to do and make your own goals. Sandbox game doesn't end its just there for you to play in. The content comes from interacting with the other players in the world and making your own adventures. Rallying Calls are big world events that you can take part in or not , but they said even if you are on the other end of the world you can still effect the out come of a Rallying Call just by doing something that triggers other events like a ripple in a pond of water.
EVE has a good video about the butterfly effect one person can have in a sandbox game where your one choice can cause a lot things to happen. The hook of a sandbox game is too get evolve into wants going on around you in the game world and too make your own mark in it.
I dunno, I dislike the similarities people make between EQN and EVE. EQN as proposed seems more like GW2 with other MMORPG altaholic stuff going on, perhaps more like SWTOR, where altaholics got global account benefits via Legacy for doing more alts.
GW2 had no endgame, and like hell thats a sandbox.
All this talk about EVE, and I think I'll be playing that tonight!
GW 2 is not a sandbox, its a themepark game that took some ideas from sandbox games and tried to make the world less rigid as far giving players choices on how to level and progress. You still follow a quest line that has a end and nothing in the world changes because the dynamic events are scripted and reset themselves.
EQ Next is a true sandbox game, there is no comparison between the two games. EQ Next will give you the freedom to go and do anything you want to do and as long as you progress your gear and items higher tier areas will open up to you to explore and harvest resources. Players in GW 2 have to wait on devs to make new content to get anything new to do in it. Players in EQ 2 make there own content just by being in the world and effecting change in it, this has been done in older sandbox games.
I enjoy others enthusiasm in an upcoming game, although I'm just going off what devs say in news releases and trying to base any speculations off what was said, as opposed to speculations off other speculations.
For EQN being a true sandbox .. well, have to wait and see, but it seems more of a hybrid to me. Which isn't a bad thing .. I actually prefer a hybrid to a flat-out sandbox - hybrids give more substance to roleplaying, for example.
As to this thread topic though, it would definitely seem as though EQN is going to need a massive influx of sandbox at gear cap, if this game is to have any significant longevity in the marketplace. I'm not seeing much sandbox yet though ... just statements by players on the game they want .. but little as to what gamers will actually get.
A hybrid would have vertical progression like the first EQ, which is a hybrid that spawn the thempark games.
Gear tiers are essentially levels, which is vertical.
No, not really it just a measurement of how much you horizontally progress to go too the next area.
Kind of like Breakout, when the ball goes screwy and off to the side...that kind of horizontal?
Originally posted by Nemesis7884 new areas open up when you progress - thats pretty much the opposite of "a true sandbox" LOL
You have to have to craft the right mine pick to brake apart certain terrain too get to a different tier, or you can go with someone who can and do that and nothing in the game will tell you cant.
In EVE you can go too 0.0 space and get blown up by a pirate player, tell you can get a more powerful ship or get friends to help you. Sandboxes can have restrictions too.
I am not going to call EQN a sandbox game just yet even if they appear to be borrowing some features. It reads like a hybrid, a sand park, in the vein of GW2 with a few +1's in features so far. However, the announced features do not yet create a sandbox environment with enough available opportunities to keep anyone entertained long term or provide the ability to set real personal goals to strive for. You've got landmark and a few mobs to grind, and the ability to hack a hole hoping you'll hit a buried treasure. Can I go find a gold vein, tunnel it out, build a fort around it, and run my very own gold mine? Can I create a necromancer, find a Gnoll colony, build a hidden lab, murder them one by one and sell the corpses as animated zombie warriors to passing adventurers? These are sandbox opportunities created by included features they simply haven't announced yet. Instead I hear terms like quests and gear being mentioned. Time will tell.
I suspect Smedley is counting on the players themselves to generate content via the Landmark tools and perhaps other things they roll out. However, SOE's disclaimer notwithstanding, the reveal definitely smacked of a GW approach. As to the supposed differences:
Destructible environments? That will be severely restricted for the necessary reason of preventing griefing. You will "change the world" the same way you do in GW2 - you affect what the next series of scripted spawn events will be - following which the world will eventually reset to normal
Rally Events? Apparently they are one-way train rides; either you help achieve Outcome A or choose to sit it out. There is no event tree with alternative possibilities.
Advanced AI? Until we see what they have in mind, its all smoke and mirrors.
Ugh, I hope I am wrong but this looks like Guild Wars 3 in an Everquest setting.
Originally posted by Bad.dog Isn't that what they call a skill based game ?...where folks with playing skills have an advantage over folks that just can farm gear
Yes, also known as a GW2 cap boredom, because there is nothing else to achieve.
GW2 skill amounts to basically who you bring with you, and the timing of your "dodge" button. I'd rather have a lasting game, like EQ3!
Entitled much? How many linear progression, skinner-box, gear grinding, macro heavy themepark games do you need to have? Seriously. Believe it or not, all change isn't bad, and sometimes it's good to actually try out new things. You've been playing the same game for almost 20 years now.
If you don't like skill-based games, that's fine. It doesn't make them bad games, and it's not like there's a shortage of MMOs that are not skill-based.
What you describe GW2 skill as, is basically describing you getting carried through the game. That's not skill. That's making sure you have players better than you to pick up the slack. When people talk about GW2 being a skillbased game, they mean it's based around intelligent choice of skill loadouts, combined with efficient use of the cooldowns you have, and dynamically using them as needed in a fast paced battle. Anyone who has done any decent amount of PvP in the game can attest to this.
If you're looking for a game that requires you to spend a year unlocking 1 month worth of content. Then good luck. I think there's ~50 people that would play that with you nowadays.
This is why I have a feeling Landmark may prove more popular than the normal EQNext.
A lot of the 'boredom' will depend on the gear system. If there is a complex gear system with lots to make and collect for all your different builds then there will be a reason to play. In GW2 I had all the gear I wanted/needed in less than a week grinding Orr. I hope they look long and hard at the type of gear available in LOL and have some variation on those types of items.
Well lets be fair here. While I'll admit i'm one who likes to 'earn' work and get places, I can see it not being a bad thing if done right. The problem is you are mentioning GW2, which I feel did the elements poorly. Its attempting to add in many small updates and details, but i feel a lot is just lack luster and not that interesting, warrenting a log if at all with the most successful just meant as a 'april fools' joke. Add in that the combat (the meat and bones) wasn't that great and could used a lot more work, I really feel that it just lacked that appeal.
Given EQN has a far more refined combat system and it does a good job with sandbox elements and emphasizing exploring and world progression, I feel it has a chance of being drawing of a player, even with a cap you can reach. Just because GW2 failed to do so for so many players, doesn't mean EQN will do the same due to doing a simuliar concept of making gear/levels being far less of a focus.
The bullets on there cover the panels which are on youtube , curseentertainment
There are no levels in EverQuest Next. Progression is based on tiers and" horizontal gameplay".
What you said about EQN being fully horizontal with progressive tiers requiring gathering and crafting is not in there though.
A key point though, from that link, is:
Progression is based on tiers and horizontal gameplay.
Note how tiers and horizontal gameplay are distinctly mentioned as separate entities, mutually exclusive of one another.
Tiers =/= horizontal gameplay.
There is no vertical progression to get to those tiers, like I said before its just to measure how far a player has progressed horizontally so they can scale how hard the mobs are to the players.
"You may want to look like you did at tier four, during the middle of progression...". So assuming the middle of four is eight (though I assume a round number of 10):
That's two months to get one class to tier cap and about 6-1/2 years to get max tier for all classes without adding in time to aquire each of them...
Edit: If I'm right and they did round to 10 for the tiers then that's 2-1/2 months per class and eight years, four months for all classes. . Of course this can't be completely true because you should be getting items for other classes in your travels. The point is there is a lot of progression for those that want it and I think the system is set up in many more facets than we know now.
Whats the point of levelling anyway? All it does is guide you through soon to be redundant content on your way to 'end game'. I am glad EQN is doing away with it and making the entire world relevant and the focus on adventures, rather than chasing imaginary numbers that represent your power level.
Originally posted by evilastro Whats the point of levelling anyway? All it does is guide you through soon to be redundant content on your way to 'end game'. I am glad EQN is doing away with it and making the entire world relevant and the focus on adventures, rather than chasing imaginary numbers that represent your power level.
GW2 is good game. I enjoyed it and still play it every once in a while. The problem with GW2 is that it's too theme park. It relies too much on combat.
Right now I play SWG on a pre-cu server (don't ask me how we're not supposed to talk about those things here) and switch back to GW2 to check out the new content updates. The sandbox elements in SWG really highlight the shortcomings of GW2 and those shortcomings have nothing to do with the leveling/progression system.
Originally posted by evilastro Whats the point of levelling anyway? All it does is guide you through soon to be redundant content on your way to 'end game'. I am glad EQN is doing away with it and making the entire world relevant and the focus on adventures, rather than chasing imaginary numbers that represent your power level.
The thing is.. which is a turn off to me.. What if I want to be Mr hermit Druid of the Plains... Will I and can I be all that I am without traveling.. It actually sounds to me that if I wish to NOT travel, the game is over fairly fast.. Maybe I don't want to be a world traveler or nomad.. Maybe I want to set up HOME and be tier 4 Druid..... BUT am I gimping myself because of that? I sure sounds like if you refuse to explore, you are hurting yourself, and that isn't good sandbox play.. TO ME
Originally posted by donpopuki GW2 is good game. I enjoyed it and still play it every once in a while. The problem with GW2 is that it's too theme park. It relies too much on combat.
Right now I play SWG on a pre-cu server (don't ask me how we're not supposed to talk about those things here) and switch back to GW2 to check out the new content updates. The sandbox elements in SWG really highlight the shortcomings of GW2 and those shortcomings have nothing to do with the leveling/progression system.
I forget why cant we talk about an indie MMO on mmorpg.com? Something to do with advertisement or some such?
Horizontal progression is the current fad in MMOs. It is only a matter of time until it passes. Anet found out rather quickly that players leave when they have nothing meaningful to do. Their solution was to add bunch of grind mechanics and dailies. Anet really hurt themselves by marketing the game as horizontal progression because now anytime they implement anything that increases characters power and isn't handed out like candy the community there goes full three year old.
...
I'm curious what makes GW2s endgame content "not meaningful".
Is it because you can't unlock new content, because all dungeons are open to you at lv. 80? In WoW you have to get gear from one dungeon first to be able to do the next.
Or is it because you think gear that is purely cosmetic does not provide prestige and is not interesting.
Or is it because the experience is simply to short because it does not involve grind? You beat a dungeon 1 or 2 times and then you have seen the content and there is no reason to do it again.
I think GW2 would have done better if there where legendary items like the ones unlocked through crafting, but for completing all dungeons or getting all gear from a dungeon, or other goals like this to archive.
Originally posted by evilastro Whats the point of levelling anyway? All it does is guide you through soon to be redundant content on your way to 'end game'. I am glad EQN is doing away with it and making the entire world relevant and the focus on adventures, rather than chasing imaginary numbers that represent your power level.
The thing is.. which is a turn off to me.. What if I want to be Mr hermit Druid of the Plains... Will I and can I be all that I am without traveling.. It actually sounds to me that if I wish to NOT travel, the game is over fairly fast.. Maybe I don't want to be a world traveler or nomad.. Maybe I want to set up HOME and be tier 4 Druid..... BUT am I gimping myself because of that? I sure sounds like if you refuse to explore, you are hurting yourself, and that isn't good sandbox play.. TO ME
Well, like I have pointed out before, this kind of thing is going to require a bit more information on the game world. Can you have player communities? What kind of crafting situation are we ACTUALLY looking at here, the mechanics become important
can everyone be every crafting proffesion to maximum level? We get a resource driven economy not a crafter driven one.
Does gear decay over time, does it have durability or does it last forever? We get no economy and a lame crafting environment without a need for gear, a need that only comes from items being destroyed in some way.
How do nodes work? We have an idea how mining works but are there other resources like trees or herbs? Don't know, if we do your druid could work on that while hanging around the forest or plains.
We just don't know so much, I have a bad feeling SOE will nail a few elements and leave crafting in the dirt. I base this off some other things they are saying like having your weapon skin forever and so on, really we can't know until we get more details.
Comments
Gear tiers are essentially levels, which is vertical.
Want a nice understanding of life? Try Spirit Science: "The Human History"
http://www.youtube.com/watch?v=U8NNHmV3QPw&feature=plcp
Recognize the voice? Yep sounds like Penny Arcade's Extra Credits.
SWG had a ton of potential, but was left alone and broken.. It was only a matter of time it fail.. Jedi's should of been in the game from Day 1.. Other Professions were broken or a waste of time.. And absolutely there should of been DEV developed content released on a monthly basis.. (similar to Rally Calls)..
No, not really it just a measurement of how much you horizontally progress to go too the next area.
Kind of like Breakout, when the ball goes screwy and off to the side...that kind of horizontal?
Want a nice understanding of life? Try Spirit Science: "The Human History"
http://www.youtube.com/watch?v=U8NNHmV3QPw&feature=plcp
Recognize the voice? Yep sounds like Penny Arcade's Extra Credits.
You have to have to craft the right mine pick to brake apart certain terrain too get to a different tier, or you can go with someone who can and do that and nothing in the game will tell you cant.
In EVE you can go too 0.0 space and get blown up by a pirate player, tell you can get a more powerful ship or get friends to help you. Sandboxes can have restrictions too.
Nope its all horizontal, you have too craft things, gather things and progress your class skills to get the next tier, nothing vertical about it.
Link that stuff, I wanna read all about it. (if you don't mind)
Want a nice understanding of life? Try Spirit Science: "The Human History"
http://www.youtube.com/watch?v=U8NNHmV3QPw&feature=plcp
Recognize the voice? Yep sounds like Penny Arcade's Extra Credits.
I am not going to call EQN a sandbox game just yet even if they appear to be borrowing some features. It reads like a hybrid, a sand park, in the vein of GW2 with a few +1's in features so far. However, the announced features do not yet create a sandbox environment with enough available opportunities to keep anyone entertained long term or provide the ability to set real personal goals to strive for. You've got landmark and a few mobs to grind, and the ability to hack a hole hoping you'll hit a buried treasure. Can I go find a gold vein, tunnel it out, build a fort around it, and run my very own gold mine? Can I create a necromancer, find a Gnoll colony, build a hidden lab, murder them one by one and sell the corpses as animated zombie warriors to passing adventurers? These are sandbox opportunities created by included features they simply haven't announced yet. Instead I hear terms like quests and gear being mentioned. Time will tell.
I suspect Smedley is counting on the players themselves to generate content via the Landmark tools and perhaps other things they roll out. However, SOE's disclaimer notwithstanding, the reveal definitely smacked of a GW approach. As to the supposed differences:
Destructible environments? That will be severely restricted for the necessary reason of preventing griefing. You will "change the world" the same way you do in GW2 - you affect what the next series of scripted spawn events will be - following which the world will eventually reset to normal
Rally Events? Apparently they are one-way train rides; either you help achieve Outcome A or choose to sit it out. There is no event tree with alternative possibilities.
Advanced AI? Until we see what they have in mind, its all smoke and mirrors.
Ugh, I hope I am wrong but this looks like Guild Wars 3 in an Everquest setting.
Entitled much? How many linear progression, skinner-box, gear grinding, macro heavy themepark games do you need to have? Seriously. Believe it or not, all change isn't bad, and sometimes it's good to actually try out new things. You've been playing the same game for almost 20 years now.
If you don't like skill-based games, that's fine. It doesn't make them bad games, and it's not like there's a shortage of MMOs that are not skill-based.
What you describe GW2 skill as, is basically describing you getting carried through the game. That's not skill. That's making sure you have players better than you to pick up the slack. When people talk about GW2 being a skillbased game, they mean it's based around intelligent choice of skill loadouts, combined with efficient use of the cooldowns you have, and dynamically using them as needed in a fast paced battle. Anyone who has done any decent amount of PvP in the game can attest to this.
If you're looking for a game that requires you to spend a year unlocking 1 month worth of content. Then good luck. I think there's ~50 people that would play that with you nowadays.
I already did, here it is again http://www.eqnexus.com/2013/08/soe-live-day-2-everquest-next-nightly-recap/
The bullets on there cover the panels which are on youtube , curseentertainment
There are no levels in EverQuest Next. Progression is based on tiers and" horizontal gameplay".
A lot of the 'boredom' will depend on the gear system. If there is a complex gear system with lots to make and collect for all your different builds then there will be a reason to play. In GW2 I had all the gear I wanted/needed in less than a week grinding Orr. I hope they look long and hard at the type of gear available in LOL and have some variation on those types of items.
What you said about EQN being fully horizontal with progressive tiers requiring gathering and crafting is not in there though.
A key point though, from that link, is:
Progression is based on tiers and horizontal gameplay.
Note how tiers and horizontal gameplay are distinctly mentioned as separate entities, mutually exclusive of one another.
Tiers =/= horizontal gameplay.
Want a nice understanding of life? Try Spirit Science: "The Human History"
http://www.youtube.com/watch?v=U8NNHmV3QPw&feature=plcp
Recognize the voice? Yep sounds like Penny Arcade's Extra Credits.
Well lets be fair here. While I'll admit i'm one who likes to 'earn' work and get places, I can see it not being a bad thing if done right. The problem is you are mentioning GW2, which I feel did the elements poorly. Its attempting to add in many small updates and details, but i feel a lot is just lack luster and not that interesting, warrenting a log if at all with the most successful just meant as a 'april fools' joke. Add in that the combat (the meat and bones) wasn't that great and could used a lot more work, I really feel that it just lacked that appeal.
Given EQN has a far more refined combat system and it does a good job with sandbox elements and emphasizing exploring and world progression, I feel it has a chance of being drawing of a player, even with a cap you can reach. Just because GW2 failed to do so for so many players, doesn't mean EQN will do the same due to doing a simuliar concept of making gear/levels being far less of a focus.
There is no vertical progression to get to those tiers, like I said before its just to measure how far a player has progressed horizontally so they can scale how hard the mobs are to the players.
So after watching the Round Table Response #1 I have to re-calculate my estimates for time of progression:
http://www.youtube.com/watch?v=mq4l3CiIM2g
About 4:30...
"You may want to look like you did at tier four, during the middle of progression...". So assuming the middle of four is eight (though I assume a round number of 10):
That's two months to get one class to tier cap and about 6-1/2 years to get max tier for all classes without adding in time to aquire each of them...
Edit: If I'm right and they did round to 10 for the tiers then that's 2-1/2 months per class and eight years, four months for all classes. . Of course this can't be completely true because you should be getting items for other classes in your travels. The point is there is a lot of progression for those that want it and I think the system is set up in many more facets than we know now.
+1 from me.
Right now I play SWG on a pre-cu server (don't ask me how we're not supposed to talk about those things here) and switch back to GW2 to check out the new content updates. The sandbox elements in SWG really highlight the shortcomings of GW2 and those shortcomings have nothing to do with the leveling/progression system.
The thing is.. which is a turn off to me.. What if I want to be Mr hermit Druid of the Plains... Will I and can I be all that I am without traveling.. It actually sounds to me that if I wish to NOT travel, the game is over fairly fast.. Maybe I don't want to be a world traveler or nomad.. Maybe I want to set up HOME and be tier 4 Druid..... BUT am I gimping myself because of that? I sure sounds like if you refuse to explore, you are hurting yourself, and that isn't good sandbox play.. TO ME
I forget why cant we talk about an indie MMO on mmorpg.com? Something to do with advertisement or some such?
I'm curious what makes GW2s endgame content "not meaningful".
Is it because you can't unlock new content, because all dungeons are open to you at lv. 80? In WoW you have to get gear from one dungeon first to be able to do the next.
Or is it because you think gear that is purely cosmetic does not provide prestige and is not interesting.
Or is it because the experience is simply to short because it does not involve grind? You beat a dungeon 1 or 2 times and then you have seen the content and there is no reason to do it again.
I think GW2 would have done better if there where legendary items like the ones unlocked through crafting, but for completing all dungeons or getting all gear from a dungeon, or other goals like this to archive.
Well, like I have pointed out before, this kind of thing is going to require a bit more information on the game world. Can you have player communities? What kind of crafting situation are we ACTUALLY looking at here, the mechanics become important
can everyone be every crafting proffesion to maximum level? We get a resource driven economy not a crafter driven one.
Does gear decay over time, does it have durability or does it last forever? We get no economy and a lame crafting environment without a need for gear, a need that only comes from items being destroyed in some way.
How do nodes work? We have an idea how mining works but are there other resources like trees or herbs? Don't know, if we do your druid could work on that while hanging around the forest or plains.
We just don't know so much, I have a bad feeling SOE will nail a few elements and leave crafting in the dirt. I base this off some other things they are saying like having your weapon skin forever and so on, really we can't know until we get more details.