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What I dislike about GW2

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  • MimzelMimzel Member UncommonPosts: 375

    How can I know if I dislike something without trying it, or at least research the facts. Live gameplay is a matter of speculation at this point, and even though we THINK we know how it will play out - we might be wrong. Thank God, because I myself have a point I dislike from looking at the GW2 drawingboard: There will be no dedicated healers. I've played healers in ALL my mmorpgs. And I've tried alot of them through the years. 

    I can already see myself longing for my priest or cleric as I'm romping around with my engineer in GW2. There's just something with the healer class that fundamentally clicks with my personality. In GW2 I wont be able to play as a healer as far as I understand. So it's possibly not my cup of tea, but we will see. It's just theory for now.

  • RyukanRyukan Member UncommonPosts: 858

    The OP basically sums up the things that I find distasteful about GW2 and why I won't be preordering this one, unless I get a chance to beta test it and find I actually do enjoy it.

    1) No Mounts is just lazy design, explaining them away because there is fast travel is a pathetic excuse. Nearly every MMO I have ever played has mounts and fast travel. The only excuse to not have mounts is to be a mission hub based MMO, an MMO from 10 years ago or an MMO like Star Trek Online where mounts just don't fit the canon of the franchise.

    2) Underwater combat - Sounds exactly like ground combat, but underwater and with too many hand holding elements like no breath limit and no movement penalities. Doesn't sound like it will be nearly as complex or challenging as underwater combat should or could be. WvWvW Round Robin matches sounds like grinding PvP instance matches in other games, not really that innovative.

    3) Lack of open world PvP is a disappointment. And having open wold PvP isn't always a saving grace either, if there is no significance to it. One of the reasons Rift suffered was because of the lack of any significance to open world PvP, if only a minor suffering.

    4) No opposing factions - Sounds like more hand holding. I'm not a hardcore PvPer full lootin' badass type of player but there is a point where it almost goes beyind carebear.

    5) Everyone gets rewards - this is not really an issue for me.

    6) Dynamic events? - I have heard this before in MMO's and it nevre lives up to hype. I will believe it when I finally see it and I'm not going to assume they are going to be that exceedingly dynamic or long term awesome. Rift's "dynamic" events got stale fast.

  • veego590veego590 Member Posts: 39

    ArenaNet is trying to break down traditional boundaries of MMO's. Just because nearly every other damn MMO had mounts, doesn't mean the game will be less successful or even worse without mounts. This applies to all of your points, that are typically seen in the standard MMO. Guild Wars 2 isn't meant to be another RIFT, its suppose to be DIFFERENT so that people who hate MMO's, and love them, can enjoy the game. 

    If ArenaNet is successful in pulling this off, GW2 should change the MMO market just as much as WoW did when it first got released. 

  • DarkPonyDarkPony Member Posts: 5,566

    Good write up and I agree with most of it. And no dueling is also kind of a minor drawback. GW2 certainly has distinct peculiarities which kind of mismatch with my ideal of a mmorpg.

    There are quite some good sides and even impressive aspects to GW2 though: cool classes and races, great graphics, animations and music, dynamic events, personal stories, and WvWvW could potentially be a blast as well (sadly not open world, but meh). Also I expect that there will be plenty of content (an aspect on which many newly released themepark mmorpgs fell flat on their faces in the past years). And added to that it's B2P.

    Hoping those positives will be outweighing my personal gripes so I have an alternative to Swtor if I end up needing one ^_^

  • maskedweaselmaskedweasel Member LegendaryPosts: 12,195

    Originally posted by Zeroxin

    Originally posted by Nailzzz


    Originally posted by maskedweasel

     Its an instance of an open world.  It is not persistent.  It goes away after a week.  Everything resets and you play it again.  Zones can be instanced,  GW2 will also have districting which is essentially an open world instance, just like how champions online and tabula rasa did it.  

     

    If the major open world is PvE based and things happen, and change and is based on what players do,  the Mists are the fleeting opposite,  everything that players do will be washed away after a short amount of time,  what you do is just a means to an end, and at the end of the day, holding a fortification only means something if you are winning your little roundrobin tournament.

     

    In other MMOs with OPEN WORLD PVP,  what you decide to do,  when you decide to do it,  changes the complete flow of gameplay for all those in that area.  So you can stop a trade route in the mists?  You can have a group of dedicated players completely block a certain path to an area if you wanted to,  that would greatly affect the game world,  not just a small part of it for a short period of time.

     

    There are vast differences here.

         Wait, how is this any different from pretty much every mmo that has a weekly patch/maintenence day where the server is emptied and reset every week? Also i would like to see some source on "districting" in GW2. Ive been keeping up with as much info on GW2 as i can, and i have yet to see anything about districting in the open world.

    The fact that they have never claimed that the world is seamless and the fact that some players have wondered around in the demo and found portals ala GW1 although they could not go through them to another zone.

    2 Things,  its not districting,  it works like districting, but apparently its a kind of server transfer if a cap is reached,  like a shard system with multiple kinds of instances:

    Eric Flannum : There is no districting in Guild Wars 2. In place of districting, we have divided our player base into various worlds (what other games might refer to as servers or shards). Each map within a world does have a player limit, but it is high enough that we expect it to be rarely if ever reached.

     

     

    ::edit:: To clarify:  MAP = the ZONE,  and the WORLD is the server, or shard.  So MAPS have caps on them,  if a cap is reached you get put into a different map (on another server).  Or you can choose to transfer on your own.

     

    Secondly in regular games that allow for open world PvP,  its up to the player to decide what they want to keep persistent and what they don't.   If you wanted to hold an area indefinitely, until someone took it from you,  you could do that.  The servers could reboot every night and you could come right back and take it again...  sometimes in areas with a high volume of players.  Some of the best experiences I've had have been player made events in the open world where me and a group could could an area for days at a time.    Take FE for example,  you take a town,  thats your town until someone comes to take it back from you,  and it doesn't matter if a week or 2 weeks pass.  Thats your town.



  • ZeroxinZeroxin Member UncommonPosts: 2,515

    Originally posted by maskedweasel

    Originally posted by Zeroxin


    Originally posted by Nailzzz


    Originally posted by maskedweasel

     Its an instance of an open world.  It is not persistent.  It goes away after a week.  Everything resets and you play it again.  Zones can be instanced,  GW2 will also have districting which is essentially an open world instance, just like how champions online and tabula rasa did it.  

     

    If the major open world is PvE based and things happen, and change and is based on what players do,  the Mists are the fleeting opposite,  everything that players do will be washed away after a short amount of time,  what you do is just a means to an end, and at the end of the day, holding a fortification only means something if you are winning your little roundrobin tournament.

     

    In other MMOs with OPEN WORLD PVP,  what you decide to do,  when you decide to do it,  changes the complete flow of gameplay for all those in that area.  So you can stop a trade route in the mists?  You can have a group of dedicated players completely block a certain path to an area if you wanted to,  that would greatly affect the game world,  not just a small part of it for a short period of time.

     

    There are vast differences here.

         Wait, how is this any different from pretty much every mmo that has a weekly patch/maintenence day where the server is emptied and reset every week? Also i would like to see some source on "districting" in GW2. Ive been keeping up with as much info on GW2 as i can, and i have yet to see anything about districting in the open world.

    The fact that they have never claimed that the world is seamless and the fact that some players have wondered around in the demo and found portals ala GW1 although they could not go through them to another zone.

    2 Things,  its not districting,  it works like districting, but apparently its a kind of server transfer if a cap is reached,  like a shard system with multiple kinds of instances:

    Eric Flannum : There is no districting in Guild Wars 2. In place of districting, we have divided our player base into various worlds (what other games might refer to as servers or shards). Each map within a world does have a player limit, but it is high enough that we expect it to be rarely if ever reached.

     

    Secondly in regular games that allow for open world PvP,  its up to the player to decide what they want to keep persistent and what they don't.   If you wanted to hold an area indefinitely, until someone took it from you,  you could do that.  The servers could reboot every night and you could come right back and take it again...  sometimes in areas with a high volume of players.  Some of the best experiences I've had have been player made events in the open world where me and a group could could an area for days at a time.    Take FE for example,  you take a town,  thats your town until someone comes to take it back from you,  and it doesn't matter if a week or 2 weeks pass.  Thats your town.

    Oh my mind totally went elsewhere when I read "districting", I assumed he meant splitting the world into zones but yeah, no districting in GW2.

    This is not a game.

  • ihatepugsihatepugs Member Posts: 61

    1)  Mounts were never considered a part of the Guild Wars game.  When animals were used, they were pack animals for carrying things, not for faster transportation.  If you want faster options, the dodging abilities may help speed up movement as well.  

    2)  Underwater combat without the monitors can still be made challenging.  If you fought difficult monsters underwater that use a different set of mechanics, there should be some difficulty or learning curve that can distinguish you from other players.  Think PvP options.  If you fight another player underwater you can sink or float them to control their movements and actions.  

    3+4)  I do agree with the flaw, but I feel the flaw is inherent in the background story design for this game.  All the races in Tyria are working together to face the dragon threat.  If PvP existed in the open world, your enemy would be too similar to your ally with the server design.  You're not going to make a very healthy PvE world for players to work together.     If you think about it a different way, this game's story was not designed to have a fully open-world PVP.  With open-world PvP, you have to have sides and factions that are distinguishable from each other.  The biggest threat won't be the dragons.  It will be the other players.   

    Being able to separate PvP and PvE would help divide the game up, so that no interference to each player's experience can exist.  There's reasons why you don't want someone who can just stomp in and ruin your gaming experience.  It's hand-holding, but it's also planned hand-holding because of the seen problems that are associated with doing such a thing.  For this game, it would make sense for this design to create a wholly different area that would have unique characteristics that would make players want to explore and play in a PvP designated zone.  Maybe a large enough area for underwater combat as well.  

    5) This doesn't bother me much.

    6)  Dynamic Events, Quests, Everything else gets boring over time.  I honestly prefer standing in an area and grinding exp killing everything I see.  Once you know an event so well that you can finish the event in record speeds, the game can get boring.  The point is for the event to be fresh enough that you're willing to play it for as many characters as you have and as many friends who are asking you for help with it.  Their design causes visible changes that unlock a different path for the event.  When you get bored of it, there's no obligation for you to continue any event.  The dynamic scaling should also be able to take care events where players suddenly decide to leave.  

     

  • sidhaethesidhaethe Member Posts: 861

    Originally posted by maskedweasel

    Originally posted by Zeroxin


    Originally posted by Nailzzz


    Originally posted by maskedweasel

     Its an instance of an open world.  It is not persistent.  It goes away after a week.  Everything resets and you play it again.  Zones can be instanced,  GW2 will also have districting which is essentially an open world instance, just like how champions online and tabula rasa did it.  

     

    If the major open world is PvE based and things happen, and change and is based on what players do,  the Mists are the fleeting opposite,  everything that players do will be washed away after a short amount of time,  what you do is just a means to an end, and at the end of the day, holding a fortification only means something if you are winning your little roundrobin tournament.

     

    In other MMOs with OPEN WORLD PVP,  what you decide to do,  when you decide to do it,  changes the complete flow of gameplay for all those in that area.  So you can stop a trade route in the mists?  You can have a group of dedicated players completely block a certain path to an area if you wanted to,  that would greatly affect the game world,  not just a small part of it for a short period of time.

     

    There are vast differences here.

         Wait, how is this any different from pretty much every mmo that has a weekly patch/maintenence day where the server is emptied and reset every week? Also i would like to see some source on "districting" in GW2. Ive been keeping up with as much info on GW2 as i can, and i have yet to see anything about districting in the open world.

    The fact that they have never claimed that the world is seamless and the fact that some players have wondered around in the demo and found portals ala GW1 although they could not go through them to another zone.

    2 Things,  its not districting,  it works like districting, but apparently its a kind of server transfer if a cap is reached,  like a shard system with multiple kinds of instances:

    Eric Flannum : There is no districting in Guild Wars 2. In place of districting, we have divided our player base into various worlds (what other games might refer to as servers or shards). Each map within a world does have a player limit, but it is high enough that we expect it to be rarely if ever reached.

     

     

    ::edit:: To clarify:  MAP = the ZONE,  and the WORLD is the server, or shard.  So MAPS have caps on them,  if a cap is reached you get put into a different map (on another server).  Or you can choose to transfer on your own.

     

    But they have NOT said this. What you have posited is an assumption on your part - the quote you just posted does not even say this. They have NOT said what happens if the cap on a MAP is reached; only that they do not expect it to be reached.

    Repeat; we do NOT know what happens when the cap on a MAP is reached, unless you have a quote to that effect.

    image

  • IzkimarIzkimar Member UncommonPosts: 568

    Originally posted by maskedweasel

    Originally posted by Zeroxin


    Originally posted by Nailzzz


    Originally posted by maskedweasel

     Its an instance of an open world.  It is not persistent.  It goes away after a week.  Everything resets and you play it again.  Zones can be instanced,  GW2 will also have districting which is essentially an open world instance, just like how champions online and tabula rasa did it.  

     

    If the major open world is PvE based and things happen, and change and is based on what players do,  the Mists are the fleeting opposite,  everything that players do will be washed away after a short amount of time,  what you do is just a means to an end, and at the end of the day, holding a fortification only means something if you are winning your little roundrobin tournament.

     

    In other MMOs with OPEN WORLD PVP,  what you decide to do,  when you decide to do it,  changes the complete flow of gameplay for all those in that area.  So you can stop a trade route in the mists?  You can have a group of dedicated players completely block a certain path to an area if you wanted to,  that would greatly affect the game world,  not just a small part of it for a short period of time.

     

    There are vast differences here.

         Wait, how is this any different from pretty much every mmo that has a weekly patch/maintenence day where the server is emptied and reset every week? Also i would like to see some source on "districting" in GW2. Ive been keeping up with as much info on GW2 as i can, and i have yet to see anything about districting in the open world.

    The fact that they have never claimed that the world is seamless and the fact that some players have wondered around in the demo and found portals ala GW1 although they could not go through them to another zone.

    2 Things,  its not districting,  it works like districting, but apparently its a kind of server transfer if a cap is reached,  like a shard system with multiple kinds of instances:

    Eric Flannum : There is no districting in Guild Wars 2. In place of districting, we have divided our player base into various worlds (what other games might refer to as servers or shards). Each map within a world does have a player limit, but it is high enough that we expect it to be rarely if ever reached.

     

     

    ::edit:: To clarify:  MAP = the ZONE,  and the WORLD is the server, or shard.  So MAPS have caps on them,  if a cap is reached you get put into a different map (on another server).  Or you can choose to transfer on your own.

     

    Secondly in regular games that allow for open world PvP,  its up to the player to decide what they want to keep persistent and what they don't.   If you wanted to hold an area indefinitely, until someone took it from you,  you could do that.  The servers could reboot every night and you could come right back and take it again...  sometimes in areas with a high volume of players.  Some of the best experiences I've had have been player made events in the open world where me and a group could could an area for days at a time.    Take FE for example,  you take a town,  thats your town until someone comes to take it back from you,  and it doesn't matter if a week or 2 weeks pass.  Thats your town.

    Umm you can do the same in WvW?  Your gripe is nonsensical.  You can go into the mists and hold any bit of ground you want, even if its in the week's new match.  Also, again answer my question.  What PvP are you referring to when you say other games with faction PvP?

  • IzkimarIzkimar Member UncommonPosts: 568

    Originally posted by Ryukan

    The OP basically sums up the things that I find distasteful about GW2 and why I won't be preordering this one, unless I get a chance to beta test it and find I actually do enjoy it.

    1) No Mounts is just lazy design, explaining them away because there is fast travel is a pathetic excuse. Nearly every MMO I have ever played has mounts and fast travel. The only excuse to not have mounts is to be a mission hub based MMO, an MMO from 10 years ago or an MMO like Star Trek Online where mounts just don't fit the canon of the franchise.

    2) Underwater combat - Sounds exactly like ground combat, but underwater and with too many hand holding elements like no breath limit and no movement penalities. Doesn't sound like it will be nearly as complex or challenging as underwater combat should or could be. WvWvW Round Robin matches sounds like grinding PvP instance matches in other games, not really that innovative.

    3) Lack of open world PvP is a disappointment. And having open wold PvP isn't always a saving grace either, if there is no significance to it. One of the reasons Rift suffered was because of the lack of any significance to open world PvP, if only a minor suffering.

    4) No opposing factions - Sounds like more hand holding. I'm not a hardcore PvPer full lootin' badass type of player but there is a point where it almost goes beyind carebear.

    5) Everyone gets rewards - this is not really an issue for me.

    6) Dynamic events? - I have heard this before in MMO's and it nevre lives up to hype. I will believe it when I finally see it and I'm not going to assume they are going to be that exceedingly dynamic or long term awesome. Rift's "dynamic" events got stale fast.

    How are they grinding PvP instances?  That makes no sense.  It's a week long match much like the battlegrounds in DAoC.  Except, DAoC's wasn't a week long match, it was always the same people same server.  Did you even play DAoC?  Have you even read about WvW?  It's not gridning.  You go and compete against two other servers for positions to win.  If that's grinding then there isn't a competitive game out there devoid of grinding. 

  • DistopiaDistopia Member EpicPosts: 21,183

    Originally posted by maskedweasel

    Yes I am looking forward to GW2, but there are plenty of decisions Arenanet has made that I am not impressed with or absolutely dislike. Here is my short list.  Again,  these are MY reasons,  others may like these design decisions below,  but I however,  do not.

     

    1) No Mounts:

     

     Sure, we have fast travel instead,  but thats more of a roundabout, fat fingered way to get to where you'd like to go.  It has the possibility of being faster in many cases,  but you only get to teleport to certain parts,  and trudge through everything else you pass by at a nominal speed.   On a side note, no mounts in a fantasy game is a step backwards in my opinion.  They could have kept with their "innovative" attempts and reinvented some mounted combat, but instead they gave us number 2.

     

     

    3) WvWvW Roundrobin Matches and Lack of Open World PvP:  

     

    No,  the mists aren't THE open world.  They are an instanced piece of A open world that has absolutely nothing to do with the world you spend your time PvEing in.   Whats worse?  This world will change weekly,  as will your opponents.  Not just that but you'll be stacking up against these other "worlds" and if you continuously lose,  don't fret,  just transfer to that world for free at a later time.   Open World PvP in itself gives that feeling of never knowing what will happen next.  You could be gathering materials and get jumped by 6 guys in an area just a few hundred feet away from your faction city.  In an instanced W v W v W,  you know that by going in there, you'll be ganked,  and you'll know when it will happen, because you'll be looking to do it yourself when you enter an area with W v W v W objectives.

     

    Further more,  W v W v W pits all worlds against eachother,  and the idea behind a 3 faction system is to ensure that 2 factions can balance out 1 large faction.  In a series of weekly battles where only 1 WORLD can win,   2 worlds teaming up to stop a third, more populated world could happen,  but they wouldn't reap any benefits because they both also want the top spot.  Not to mention  these are just small week long battles,  so there is no telling when you get matched up with other worlds if the other smaller world is even willing to cooperate.   This issue is brought on by number 4.

     

    4) No opposing Factions, Everyone in your world is a friend:  

     

    I get it,  lets make everyone on a server friends!  That way they'll work better together in W v W right?  I don't think so.   With opposing factions on the same server, you get to know your enemies,  you get to know your friends,  and you get to understand how other players work together and choose who you want to be associated with and who you don't.    When you're grouped as an entire world,  if 5 people form a group and spawn camp or abuse an exploit,  the entire world will get a reputation for it.  In factional same - server battles,  you can simply choose not to play with those acting that way on your factions side.  You also can get to know the other players on your server and create rivalries that you can play out day after day and not have to wait until the next week, or the week after that, or the week after that.

     

    6) Non Dynamic, Dynamic Events:  

     

    As was stated by the dev team,  you have these Dynamic Events that are supposed to revolutionize the way players interact with the world,  but what we've learned about them is that these events are essentially cyclical,  they run in a linear path,  and they often times have the same old MMO objectives we've seen as Anet was worried about making DEs too complex so that everyone can finish them and 1 asshole can't ruin it by aggroing a boss 2 seconds into the event.   

     

    Basically, these events start somewhat dynamically based on a set of objectives,  or a timed cycle (every 2 hours,  day/night, ETC)  and events are sectioned into areas.   For example,  a bandit camp could form (step 1)  raid the town (step 2)  then from that point, they build fortifications (step 3)  then raid 2 more towns (step 4).  The players objectives are to push them from 4 to 1,  or from 2 to 1,  or just stop them at 1.  But tomorrow,  it will start again.  The same areas,  the same objectives,  just over a much broader scale than a Public Quest.   While the presentation seems great right now,  my fear is that it will get played out very quickly when you run through the PvE content through the same areas with different characters.  It will end up feeling exactly like every other MMO,  with the only major changes being whatever personalized content you choose for yourself.

     

    Well there you have it,  thats my short list of dislikes.  There is a longer list,  but I wouldn't want to get nitpicky with things like the seizure enducing animations, or the introduction of forced abilities on your bar.

     

    I am still excited for this game despite my dislikes,  and I have similar dislikes over all games I look forward to.  Just because you are looking forward to something doesn't mean you have to like everything about it.

    Your list is very similar to what mine would be.

    For point one, I do not like the idea of fast travel in open world games. It will most certianly have an effect on the number of people you see while out adventuring. Which is actually how I've met most of my MMO friends over the years.

    Point 3 and 4 go hand and hand for me. I come from a background of meta-gaming I guess you could say. The people I've always played with since SWG make up both friends and enemies, (enemies in the since we like to playfully piss each other off). Which could be a good reason why a lot of us are looking forward to TOR, there are many guilds I know joining that game both IMP and Reb. We will continue as we always have building guild alliances as well as enemies. A game like GW2 kind of puts a wrench in that sort of plan.

    For 6 I just started a thread about this issue a few days back. I have simply come to the conclusion DE's are basically static, yet have some dynamics to them. Similar to a snow globe in that it's a static object where inside that bubble chaos can happen. I guess you could say you're both right and wrong about them.

    This doesn't mean I won't like GW2, it just has elements I'm not a fan of.

    For every minute you are angry , you lose 60 seconds of happiness."-Emerson


  • Loke666Loke666 Member EpicPosts: 21,441

    Originally posted by Malickie

    Point 3 and 4 go hand and hand for me. I come from a background of meta-gaming I guess you could say. The people I've always played with since SWG make up both friends and enemies, (enemies in the since we like to playfully piss each other off). Which could be a good reason why a lot of us are looking forward to TOR, there are many guilds I know joining that game both IMP and Reb. We will continue as we always have building guild alliances as well as enemies. A game like GW2 kind of puts a wrench in that sort of plan.

    Uhm, you do know that GW2s main PvP is guild Vs Guild, not the mist right? There will be plenty of enemies and allies in that as well.

    Since they havn't said so much of the PvP is the mists what most people talk about since it is pretty different compared to ther guilds.

    That there is no real open world PvP is one thing, I am not sure how TOR handles that but GW2 will have several kinds of PvP as well. Of course it is simpler in TOR where there are 2 sides, light and darkness. GW2s sides seems to be more shades of greys since you can't fight for the dragons.

     

    In GW1 you can join your guild to a certain faction (Luxon or Kurzick, I am not sure if GW2 will have something similar but it is not unlikely (Evil Luxon sadly owns most of the ownable outposts in the EU server cluster).

  • IkonicIkonic Member UncommonPosts: 310

    Originally posted by Loke666

    Originally posted by Malickie

    Point 3 and 4 go hand and hand for me. I come from a background of meta-gaming I guess you could say. The people I've always played with since SWG make up both friends and enemies, (enemies in the since we like to playfully piss each other off). Which could be a good reason why a lot of us are looking forward to TOR, there are many guilds I know joining that game both IMP and Reb. We will continue as we always have building guild alliances as well as enemies. A game like GW2 kind of puts a wrench in that sort of plan.

    Uhm, you do know that GW2s main PvP is guild Vs Guild, not the mist right? There will be plenty of enemies and allies in that as well.

    Since they havn't said so much of the PvP is the mists what most people talk about since it is pretty different compared to ther guilds.

    That there is no real open world PvP is one thing, I am not sure how TOR handles that but GW2 will have several kinds of PvP as well. Of course it is simpler in TOR where there are 2 sides, light and darkness. GW2s sides seems to be more shades of greys since you can't fight for the dragons.

     

    In GW1 you can join your guild to a certain faction (Luxon or Kurzick, I am not sure if GW2 will have something similar but it is not unlikely (Evil Luxon sadly owns most of the ownable outposts in the EU server cluster).

     How is it Guild Vs. Guild? Is it my Guild of 90 people vs. your guild of 110 people, or is it 6 people in my guild in a group vs 6 people in your guild that is grouped? If its 6 Vs. 6 how is that different then any other instanced PvP game?

  • liva98989liva98989 Member UncommonPosts: 252

    Originally posted by grimm6th

    1) No Mounts:  discussed to death.  been there, done that, not going to add anything by arguing a different opinion here, so I won't.

    2) Underwater Combat:  so...those little details that you think are cheesy and don't make much sense are actually design decisions made based on many people playing many games with each and every one of those things you don't like.  If you don't like having your skills change based on your weapon, then I am not sure your tolerance for change is one of your strong suits.

    3) WvWvW:  I see a fundamental lack of understanding of certain elements of GW2.  First, GW, has always been a HEAVILY PvP oriented game, and GW2 is an extention of that.  Second, 3 way free for all has indeed been proven to work better for this kind of thing in a game commonly said to have the best (or most popular) PvP...DAoC.  Third, you don't have to do it.  You aren't getting ganked in PvP like you are in other games' open world PvP.  You aren't going to be alone.  You have friends...they are your server.  Besides, your server will be matched against other servers with similar PvP records.

    4) No Opposing Factions:  Best design decision for GW2.  I understand that it would be aas good for many other games, but there are things in this game that revolve around everyone being an ally...Dynamic Events being one of them.  Lore and story is another factor.

    5) A for Effort:.......So?  Whats your problem with being awarded for participation instead of success (yes...I just asked you the question you answered...hopefully implying your answer didn't mean anything)?  This is a casual friendly game.

    6) Non-Dynamic Dynamic events:  Sorry you feel this way.  Other than that I can't really think up a response to this one.  Maybe when you play the game, you realize that the game was designed to be fun.  If the game is fun then it is a good thing, and your worries about design decisions might as well not matter.

     I agree with this =.=!

    Though I would like to add something.

    3) WvWvW: I disagree with you, as not much has been said about this, but as far as I know you won't be doing things like farmin herbs or mining, you get end game gear + skills, and then you are pvping, you are not going to do something else like getting ganked, because you are going to pvp, you might help take over a village or a mine, but you are as I said pvping, and not farming.

    4) opposing factions: I can't really see why this should be bad? I mean you when you see a player you won't get the feeling, oh god another newb who are just gonna ruin it for me, because anet dosn't want people to hate each other, they want us to get along, also if you are complaining about ganking, then you shouldn't be complaining about this ((not to be rude at any point))

    6) Dynamic events are dynamic, you might think, well they are scriptet, and I will agree with you, but atleast what you do effect the outcome, there are several ways for an event to end, ((thats why the game is taking so long to complete)) So the thing with going for 1 -> 6 is right, beside you can attack any of the villages and it will have an outcome, if you attack village 1 dosn't mean that village 2 won't be attacked, they might all move up to village 2 who knows? but I will not talk more about this as I could go on for hours, it might be best for the game to come out before i begin judgin.

    Also this is my oppinion, and I will not say that you got a bad oppinion, as no one in this world are the same. :3 But I look forwards to play with you!

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  • DistopiaDistopia Member EpicPosts: 21,183

    Originally posted by Loke666

    Originally posted by Malickie

    Point 3 and 4 go hand and hand for me. I come from a background of meta-gaming I guess you could say. The people I've always played with since SWG make up both friends and enemies, (enemies in the since we like to playfully piss each other off). Which could be a good reason why a lot of us are looking forward to TOR, there are many guilds I know joining that game both IMP and Reb. We will continue as we always have building guild alliances as well as enemies. A game like GW2 kind of puts a wrench in that sort of plan.

    Uhm, you do know that GW2s main PvP is guild Vs Guild, not the mist right? There will be plenty of enemies and allies in that as well.

     

    I was completely unaware of this, thanks for that, I try and read as much as I can on a single game but with so many on the horizon, it can be tough to soak it all in. Well that's one complaint dropped. Still it's not Open World pvp though is it? Is it going to be similar to GW1, with more of an arena focus? Open World is how we roll afterall.

    For every minute you are angry , you lose 60 seconds of happiness."-Emerson


  • PilnkplonkPilnkplonk Member Posts: 1,532


    Originally posted by maskedweasel

    1) No Mounts:

    So what.. In PvE they're completely useless and teleporting does the job well if not better. I'll miss mounts in WvW tho, I'd like to see them there.

    2) Underwater Combat:

    From all that we've seen, and according to playtester reports it is probably THE BEST done underwater combat so far. And not only in MMOs but in pretty much all computer RPGs to date. What are you on about?

    Actually I don't really care about the underwater "experience" and I'd be as happy without it but it seems like such a nice bonus that they spent so much effort and resources on it.

    3) WvWvW Roundrobin Matches and Lack of Open World PvP: 

    This is actually the best thing I've read about this game so far - DAoC2!!!!! With true "Realm Pride" - Your whole server is your ally in a permanent war against  the evil alien invaders from parallel dimensions! I find this sheer genius in game design - how ANet took already existing elements of the MMO paradigm and reinvented and twisted them into a whole new thing that actually makes sense! Sheer awesomeness mate!

    4) No opposing Factions, Everyone in your world is a friend:

    That's sheer awesomeness and genius. Read above.

    5) You get and A for Effort! :

    That's called positive reinforcement. If you want people to do A then you don't punis them for trying. Negative reinforcement schemes (aka punishing players for "bad" play) backfire if the subjects can actually leave the situation (aka leaving the game and trolling it on the forums). Imo that is the prime reason many of the old-school revival games failed - they retained the ancient, failed "realistic" death penalty systems which were the main reason MMOS didn't take of earlier than they did.  "Punishing" players is killing your game.  Having guaranteed rewards with bonuses for better play works much better as player motivation unless you want your paying customers to associate your game with frustration and pain. /rolleyes

    6) Non Dynamic, Dynamic Events:  

    We'll see how DE's play out. They're really a novel novel feature, not seen before in other games. From what I've read about em, my only concerns are the universal reward system for all of them (karma - how will I then choose which DE I'd like to play? Some specific rewards for specific DEs should be in game imo). and this scaling business which might backfire a-la Oblivion... Everything is the samey difficulty all the time so what's the point?

    Anywayz DE's are the most risky and unknown feature of GW2.. Who knows how will they turn with the proper game on and in the long turn? We'll see... Luckily there are other things interesting enough for PvE folks that might make the game palatable even if DEs flop miserably due to some unforeseen factor. Personal story and dungeons seem quite enough for my, admittedly small, PvE-tooth.

  • KuppaKuppa Member UncommonPosts: 3,292

    Originally posted by Alot

    You could say that in WoW, Kalimdor and Eastern Kingdoms are both large instances, if we went by your logic Maskedweasel.

    Every planet in SW:TOR would be an instance. 

    Edit: To the poster above me: We still haven't heard about the Guild System, but according to the Developers it will be more expansive than the Guild System you can find in other MMORPGs.

    Ya, this post is kinda ridiculous. The same logic can be applied to his dynamic events being linear, the most random system will still be a set of linear paths....

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  • sonoggisonoggi Member Posts: 1,119

    1) No Mounts:

     - mounts ruin the open world. they add immersion in one respect, and take it away in another

    2) Underwater Combat:

     - it's fast. has Z axis. like aerial combat.  more skills, different mechanics.

    3) WvWvW Roundrobin Matches and Lack of Open World PvP:  

     - open world pvp is just an excuse for gankfests. there isnt a single game out right now (MMO or otherwise) with a good open world pvp system. see EVE and WoW (mind u vanilla WoW's open world pvp was fun, but it had no structure/rewards so people stopped doing it). WvWvW is a simulation of open world pvp, with objectives. i think this is as close as it can get to the real thing.

    4) No opposing Factions, Everyone in your world is a friend:  

    - and everyone is your enemy. WvWvW is essentially 3 faction pvp. real world conflicts usually arent so black vs. white. usually there arent good or bad guys

    5) You get and A for Effort! :

    - ??

     6) Non Dynamic, Dynamic Events:  

    - DE's are cyclical. yes some can be repeated, but only if the chain is struck at a certain point. it's just a different way of doing quests: it actually discourages soloing. this is what's cool about DE's...the grouping....unlike most games where usually solo till end game

    btw, as mentioned by several others in the thread, u dont have a good understanding of some of the game's features. more reading for u.

  • AlotAlot Member Posts: 1,948

    Originally posted by Kuppa

    Originally posted by Alot

    You could say that in WoW, Kalimdor and Eastern Kingdoms are both large instances, if we went by your logic Maskedweasel.

    Every planet in SW:TOR would be an instance. 

    Edit: To the poster above me: We still haven't heard about the Guild System, but according to the Developers it will be more expansive than the Guild System you can find in other MMORPGs.

    Ya, this post is kinda ridiculous. The same logic can be applied to his dynamic events being linear, the most random system will still be a set of linear paths....

    Is it aimed at my post or his post?

  • KuppaKuppa Member UncommonPosts: 3,292

    Originally posted by Alot

    Originally posted by Kuppa


    Originally posted by Alot

    You could say that in WoW, Kalimdor and Eastern Kingdoms are both large instances, if we went by your logic Maskedweasel.

    Every planet in SW:TOR would be an instance. 

    Edit: To the poster above me: We still haven't heard about the Guild System, but according to the Developers it will be more expansive than the Guild System you can find in other MMORPGs.

    Ya, this post is kinda ridiculous. The same logic can be applied to his dynamic events being linear, the most random system will still be a set of linear paths....

    Is it aimed at my post or his post?

    Meant to say thread. :)

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  • PilnkplonkPilnkplonk Member Posts: 1,532

    Originally posted by Kuppa

    Originally posted by Alot


    Originally posted by Kuppa


    Originally posted by Alot

    You could say that in WoW, Kalimdor and Eastern Kingdoms are both large instances, if we went by your logic Maskedweasel.

    Every planet in SW:TOR would be an instance. 

    Edit: To the poster above me: We still haven't heard about the Guild System, but according to the Developers it will be more expansive than the Guild System you can find in other MMORPGs.

    Ya, this post is kinda ridiculous. The same logic can be applied to his dynamic events being linear, the most random system will still be a set of linear paths....

    Is it aimed at my post or his post?

    Meant to say thread. :)

    Don't u go baiting Alot cause he's liable to go alot crazy and stuff :)

  • maskedweaselmaskedweasel Member LegendaryPosts: 12,195

    Originally posted by Alot

    Originally posted by Kuppa


    Originally posted by Alot

    You could say that in WoW, Kalimdor and Eastern Kingdoms are both large instances, if we went by your logic Maskedweasel.

    Every planet in SW:TOR would be an instance. 

    Edit: To the poster above me: We still haven't heard about the Guild System, but according to the Developers it will be more expansive than the Guild System you can find in other MMORPGs.

    Ya, this post is kinda ridiculous. The same logic can be applied to his dynamic events being linear, the most random system will still be a set of linear paths....

    Is it aimed at my post or his post?

    How would each planet be an instance?  The mists are simply instanced because they literally get wiped clean every week.  Theres no going back,  theres no persistence after that week,  its brand new.  Its like if Tatooine was completely reset on the PvP servers every week.  Or the contested zones in SWTOR automatically become neutral at the end of the day.  Whats the fun in fighting it out if you don't get to keep your prize?  Its the same reason why AvA in GA wasn't fun,  no persistency. 



  • IzkimarIzkimar Member UncommonPosts: 568

    Originally posted by Malickie

    Originally posted by maskedweasel

    Yes I am looking forward to GW2, but there are plenty of decisions Arenanet has made that I am not impressed with or absolutely dislike. Here is my short list.  Again,  these are MY reasons,  others may like these design decisions below,  but I however,  do not.

     

    1) No Mounts:

     

     Sure, we have fast travel instead,  but thats more of a roundabout, fat fingered way to get to where you'd like to go.  It has the possibility of being faster in many cases,  but you only get to teleport to certain parts,  and trudge through everything else you pass by at a nominal speed.   On a side note, no mounts in a fantasy game is a step backwards in my opinion.  They could have kept with their "innovative" attempts and reinvented some mounted combat, but instead they gave us number 2.

     

     

    3) WvWvW Roundrobin Matches and Lack of Open World PvP:  

     

    No,  the mists aren't THE open world.  They are an instanced piece of A open world that has absolutely nothing to do with the world you spend your time PvEing in.   Whats worse?  This world will change weekly,  as will your opponents.  Not just that but you'll be stacking up against these other "worlds" and if you continuously lose,  don't fret,  just transfer to that world for free at a later time.   Open World PvP in itself gives that feeling of never knowing what will happen next.  You could be gathering materials and get jumped by 6 guys in an area just a few hundred feet away from your faction city.  In an instanced W v W v W,  you know that by going in there, you'll be ganked,  and you'll know when it will happen, because you'll be looking to do it yourself when you enter an area with W v W v W objectives.

     

    Further more,  W v W v W pits all worlds against eachother,  and the idea behind a 3 faction system is to ensure that 2 factions can balance out 1 large faction.  In a series of weekly battles where only 1 WORLD can win,   2 worlds teaming up to stop a third, more populated world could happen,  but they wouldn't reap any benefits because they both also want the top spot.  Not to mention  these are just small week long battles,  so there is no telling when you get matched up with other worlds if the other smaller world is even willing to cooperate.   This issue is brought on by number 4.

     

    4) No opposing Factions, Everyone in your world is a friend:  

     

    I get it,  lets make everyone on a server friends!  That way they'll work better together in W v W right?  I don't think so.   With opposing factions on the same server, you get to know your enemies,  you get to know your friends,  and you get to understand how other players work together and choose who you want to be associated with and who you don't.    When you're grouped as an entire world,  if 5 people form a group and spawn camp or abuse an exploit,  the entire world will get a reputation for it.  In factional same - server battles,  you can simply choose not to play with those acting that way on your factions side.  You also can get to know the other players on your server and create rivalries that you can play out day after day and not have to wait until the next week, or the week after that, or the week after that.

     

    6) Non Dynamic, Dynamic Events:  

     

    As was stated by the dev team,  you have these Dynamic Events that are supposed to revolutionize the way players interact with the world,  but what we've learned about them is that these events are essentially cyclical,  they run in a linear path,  and they often times have the same old MMO objectives we've seen as Anet was worried about making DEs too complex so that everyone can finish them and 1 asshole can't ruin it by aggroing a boss 2 seconds into the event.   

     

    Basically, these events start somewhat dynamically based on a set of objectives,  or a timed cycle (every 2 hours,  day/night, ETC)  and events are sectioned into areas.   For example,  a bandit camp could form (step 1)  raid the town (step 2)  then from that point, they build fortifications (step 3)  then raid 2 more towns (step 4).  The players objectives are to push them from 4 to 1,  or from 2 to 1,  or just stop them at 1.  But tomorrow,  it will start again.  The same areas,  the same objectives,  just over a much broader scale than a Public Quest.   While the presentation seems great right now,  my fear is that it will get played out very quickly when you run through the PvE content through the same areas with different characters.  It will end up feeling exactly like every other MMO,  with the only major changes being whatever personalized content you choose for yourself.

     

    Well there you have it,  thats my short list of dislikes.  There is a longer list,  but I wouldn't want to get nitpicky with things like the seizure enducing animations, or the introduction of forced abilities on your bar.

     

    I am still excited for this game despite my dislikes,  and I have similar dislikes over all games I look forward to.  Just because you are looking forward to something doesn't mean you have to like everything about it.

    Your list is very similar to what mine would be.

    For point one, I do not like the idea of fast travel in open world games. It will most certianly have an effect on the number of people you see while out adventuring. Which is actually how I've met most of my MMO friends over the years.

    Point 3 and 4 go hand and hand for me. I come from a background of meta-gaming I guess you could say. The people I've always played with since SWG make up both friends and enemies, (enemies in the since we like to playfully piss each other off). Which could be a good reason why a lot of us are looking forward to TOR, there are many guilds I know joining that game both IMP and Reb. We will continue as we always have building guild alliances as well as enemies. A game like GW2 kind of puts a wrench in that sort of plan.

    For 6 I just started a thread about this issue a few days back. I have simply come to the conclusion DE's are basically static, yet have some dynamics to them. Similar to a snow globe in that it's a static object where inside that bubble chaos can happen. I guess you could say you're both right and wrong about them.

    This doesn't mean I won't like GW2, it just has elements I'm not a fan of.

    Omg..  Yet you still don't have a grasp on Dynamic Events, and why the terms are used.  I'm sorry for my frustration, but you just don't get it.  There are many different outcomes for the events, npc's can fight npc's, or they can even group together for their cause.  Yes content is finite, because company resources are limited, but there are so many different phases that you will not play through them all by the time you hit 80 with one char.

    Also, your perspective on static is totally flawed.  Static is a set group of NPC's that spawn in a certain area at all times, and you get quest text to go and kill them yet they aren't actually doing any of the things described in the quest text.  After getting there you kill them, they respawn, the npc isn't aware of his problem being solved, nor is his problem solved because they respawn, nor is his problem actually happening because they are just static spawning mobs in a given area.

    Guild War's 2 Dynamic Events are not static.  Would I go as far to say they are a white water rapid river going down the countryside?  No, but I would equate them to a wave pool, with a snake river, and even water slides to boot.  Things happen, you respond, and then your actions actually have outcomes and affect the world.  Of course it eventually cycles out, because as stated above resources are limited thus content has a limit.  However, the devs have stated there will be enough cycles through a given area to keep things constantly different.  You aren't always going to experience the same encounter, and you don't even have to save the people if you don't want to. 

    To sum it up, events are "Dynamic" and aren't static with dynamic events.  That's nonsense, however if you want to use a correct term just state that they are limited.  Of course, all games have content limits.  Yet, you have a whole world full of events to explore, and the experience will be different with different characters and different question answers for the personal storyline, and you will also start in different racial zones. 

  • AlotAlot Member Posts: 1,948

    Originally posted by maskedweasel

    Originally posted by Alot


    Originally posted by Kuppa


    Originally posted by Alot

    You could say that in WoW, Kalimdor and Eastern Kingdoms are both large instances, if we went by your logic Maskedweasel.

    Every planet in SW:TOR would be an instance. 

    Edit: To the poster above me: We still haven't heard about the Guild System, but according to the Developers it will be more expansive than the Guild System you can find in other MMORPGs.

    Ya, this post is kinda ridiculous. The same logic can be applied to his dynamic events being linear, the most random system will still be a set of linear paths....

    Is it aimed at my post or his post?

    How would each planet be an instance?  The mists are simply instanced because they literally get wiped clean every week.  Theres no going back,  theres no persistence after that week,  its brand new.  Its like if Tatooine was completely reset on the PvP servers every week.  Or the contested zones in SWTOR automatically become neutral at the end of the day.  Whats the fun in fighting it out if you don't get to keep your prize?  Its the same reason why AvA in GA wasn't fun,  no persistency. 

    I'm sorry, but I believed you called the zone in which WvW-PvP takes place an instance because it was cut off from the open the world.

  • IzkimarIzkimar Member UncommonPosts: 568

    Originally posted by maskedweasel

    Originally posted by Alot


    Originally posted by Kuppa


    Originally posted by Alot

    You could say that in WoW, Kalimdor and Eastern Kingdoms are both large instances, if we went by your logic Maskedweasel.

    Every planet in SW:TOR would be an instance. 

    Edit: To the poster above me: We still haven't heard about the Guild System, but according to the Developers it will be more expansive than the Guild System you can find in other MMORPGs.

    Ya, this post is kinda ridiculous. The same logic can be applied to his dynamic events being linear, the most random system will still be a set of linear paths....

    Is it aimed at my post or his post?

    How would each planet be an instance?  The mists are simply instanced because they literally get wiped clean every week.  Theres no going back,  theres no persistence after that week,  its brand new.  Its like if Tatooine was completely reset on the PvP servers every week.  Or the contested zones in SWTOR automatically become neutral at the end of the day.  Whats the fun in fighting it out if you don't get to keep your prize?  Its the same reason why AvA in GA wasn't fun,  no persistency. 

    Umm.  You do get a prize, you get the W.  Mr. OP, you still haven't answered my question.  What PvP are you referring to when you talk about your faction games and how awesome the open world PvP was?

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