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Guild Wars 2: Taking the Foundation to New Levels

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  • Gaia_HunterGaia_Hunter Member UncommonPosts: 3,066
    Originally posted by Bladestrom
    This concept if small but heaving at the seams is a terrible design move (if it's that and not a cheap shortcut). A virtual world needs space to give context to its content. See wildstar for an extreme example of content every 2 yards.

    Nothing like travelling for minutes and minutes in a barren map...

    Currently playing: GW2
    Going cardboard starter kit: Ticket to ride, Pandemic, Carcassonne, Dominion, 7 Wonders

  • observerobserver Member RarePosts: 3,685
    Originally posted by Foomerang

     


    Originally posted by observer

    Originally posted by Foomerang Nah they're not quest hubs, they're "outpost systems" lol gotta love those PR guys.
    Have you even tried the silverwastes events?  You should know the difference between the two.  Quest hubs are static, with the exception of escort quests if we're judging by more traditional quest hubs.  If you fail to defend an outpost, it's defenses will reset to zero, and you'll need to raise it up again.  You also need to escort supplies to each outpost to build it's defenses.  Merchants are also locked.  Other events will not continue either.  If you want to hate on GW2, at least be correct about it. lol.
    Nope not hatin lol

     

    But yeah you pretty much exactly described the new style of quest hubs in WoD expansion. And they are really fun. Please look forward to them ;)

    Those are static Bonus Objectives, if that's what you mean.  They are nothing like GW2's event system.  The events in GW2 are non-static and are continually reset.

  • simsalabim77simsalabim77 Member RarePosts: 1,607
    I can't wait for the expansion! GW2 is a great game, and it looks to only be getting better. 
  • CriticKittenCriticKitten Member UncommonPosts: 47
    Originally posted by Gaia_Hunter
    Originally posted by Bladestrom
    This concept if small but heaving at the seams is a terrible design move (if it's that and not a cheap shortcut). A virtual world needs space to give context to its content. See wildstar for an extreme example of content every 2 yards.

    Nothing like travelling for minutes and minutes in a barren map...

    If your maps are too close together, you feel claustrophobic and there's nowhere to escape the "action" to just relax and enjoy the view.  If your maps are too spread out, they feel barren because people are less likely to run into each other.  Neither is a good thing.

     

    What nobody in this argument apparently understands is that there is such a thing as a middle ground.  GW2's ultimate goal should be to hit that middle ground.  Instead, the description does seem to suggest what the original commenter was worried about: that they're trimming space purely to keep people and events more clustered together.  And while you obviously want to do that to some limited degree to avoid large barren maps, if you overdo it, you end up with no breathing room and you can't ever get away from it all.  A well designed world has room for both.

     

    That's all some of these people are trying to say.  And it's a valid concern to have, even if it's not really based out of any "evidence" other than what the devs are saying.

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