Honestly these could already be planned before launch so hard to day for sure but I would like to see:
1. Inventory sort/vendor sell features - So far from the videos I have seen seems they need to select things individually for sale and to sort. I would like to see something in palce for easily managing and sorting these items whether it be for inventoy reasons or selling purposes. Just cuts down on how tedious it can be. Especially since it appears there are a lot of different items you will be picking up in your adventures.
2. Lfg mechanics - I would like some features in place to help with trying to find other party members to group with either for completing events or dungeons whether it be story or explorable modes. Preferably something better than the last game I played that had one of the worst and useless lfg features I have seen in a long time.
Oh yeah, and lfg mechanics doesn't mean a fucking lfd finder so....no reason to start that whole tirade as some will when that isn't what isn't what myself or others are referring to. Not sure why but seems people have serious issues with understanding these are not even remotely the same thing.
1. For god's sake mmo gamers, enough with the analogies. They're unnecessary and your comparisons are terrible, dissimilar, and illogical.
2. To posters feeling the need to state how f2p really isn't f2p: Players understand the concept. You aren't privy to some secret the rest are missing. You're embarrassing yourself.
3. Yes, Cpt. Obvious, we're not industry experts. Now run along and let the big people use the forums for their purpose.
Honestly these could already be planned before launch so hard to day for sure but I would like to see: 1. Inventory sort/vendor sell features - So far from the videos I have seen seems they need to select things individually for sale and to sort. I would like to see something in palce for easily managing and sorting these items whether it be for inventoy reasons or selling purposes. Just cuts down on how tedious it can be. Especially since it appears there are a lot of different items you will be picking up in your adventures. 2. Lfg mechanics - I would like some features in place to help with trying to find other party members to group with either for completing events or dungeons whether it be story or explorable modes. Preferably something better than the last game I played that had one of the worst and useless lfg features I have seen in a long time. Oh yeah, and lfg mechanics doesn't mean a fucking lfd finder so....no reason to start that whole tirade as some will when that isn't what isn't what myself or others are referring to. Not sure why but seems people have serious issues with understanding these are not even remotely the same thing.
No worries they have a lfg tool and it isn't one where you sit in a queue you can play as you see fit and search at any time and where. It's located at the top left corner of the screen. Near options. I think it's an extra tab for your friends section. As for sorting inventory I don't know.
I might get banned for this. - Rizel Star.
I'm not afraid to tell trolls what they [need] to hear, even if that means for me to have an forced absence afterwards.
P2P LOGIC = If it's P2P it means longevity, overall better game, and THE BEST SUPPORT EVER!!!!!(Which has been rinsed and repeated about a thousand times)
Common Sense Logic = P2P logic is no better than F2P Logic.
so i've noticed people-who-live-under-the-bridge talking about instanced worlds, and let me just say from everything i've seen from the videos to the beta videos no one is going to notice for three reasons.
1: the world is huge, most new worlds will be (with the acception of certain recently released games which shall not be named) so traveling from one end to the other really loses it's appeal, and this statement is coming from someone who has serious wanderlust.
2: you will be busy with other things. In this game, when you load into a zone you will be doing the DE's all the time, it's not like before where all you had to do was pickup quests, kill ten rats, turn in quests. This game is DESIGNED for you to explore and to find the hidden places and to do DE's all along the paths of wherever you wander.
3: no mounts. You won't be riding mounts all over the place the speed boost comes from sheathing your weapon and from using the occasional ability for speed boosts if you have those abilities for boosts. Rangers for instance have an increased movement rate speed buff that lasts for a few seconds.
so really complaining about a design when it really won't ever affect gameplay is pointless.
Hum I see, 3 pages of arguing over something stupid. The definition of the word "Open World." Anyways the idea of an Open world mmorpg would have horrible griefing. Example the rare world bosses in most mmorpg are generally killed by 1 or 2 guilds on every server. Now if every dungeon and story event was that way, no casual player would be able to kill a boss. Everyone would be waiting on the respawn time or even worst the bosses difficult would drop to the point were people would just zerg it down.
Also, you can only fit some many people/monsters into an area and graphics will suffer as well. Mmorpg's already limit graphics so they can increase the amount average computers that can run it. Just imagine the amount of spells, particle effect, and npcs in a mmorpg, servers can not handle that much info especially if it is a very large world like Eye of the North (GW2 is about the size of classic WoW).
To the OP.
1. I would like to see more movement from the monsters and npcs. Something like a random roam area 10ft around where they spawn or sometype of movement for all mobs, that would bring more life to the game.
2. An account bank so you will not have to mail stuff inbetween your alts.
3. Inventory sorting options, I spend alot of down time doing this in other mmo's.
so i've noticed people-who-live-under-the-bridge talking about instanced worlds, and let me just say from everything i've seen from the videos to the beta videos no one is going to notice for two reasons. 1: the world is huge, most new worlds will be (with the acception of certain recently released games which shall not be named) so traveling from one end to the other really loses it's appeal, and this statement is coming from someone who has serious wanderlust. 2: you will be busy with other things. In this game, when you load into a zone you will be doing the DE's all the time, it's not like before where all you had to do was pickup quests, kill ten rats, turn in quests. This game is DESIGNED for you to explore and to find the hidden places and to do DE's all along the paths of wherever you wander. 3: no mounts. You won't be riding mounts all over the place the speed boost comes from sheathing your weapon and from using the occasional ability for speed boosts if you have those abilities for boosts. Rangers for instance have an increased movement rate speed buff that lasts for a few seconds. so really complaining about a design when it really won't ever affect gameplay is pointless.
To be fair no one was calling it an instanced world, just saying it was not a fully open world design, then people tried to say instances didn't count in whether it was an open world or not which is just wrong. You cannot deny it has instanced dungeons, no one said it would affect the gameplay. Personally I think GW2 looks great and might have large open areas filled with good stuff, but it is not an open world design.
Is a better crafting system considered 'icing'? :P
I sit on a man's back, choking him and making him carry me, and yet assure myself and others that I am very sorry for him and wish to ease his lot by all possible means - except by getting off his back.
dark age of camelot................ya, its like that NOW...........when the game has no population. and Darkness Falls? good mmos please. this guy has a 4 and a half star rating? thats just sad. go play those 2 games then and quit qqing. what a lil cry baby lolololol.
Darkness Falls was a dungeon in DAOC:).
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
everyone on here saying gw2 isnt open world...........okay, now take that premise of a few instanced places in a game and say the world isnt open..............now reverse that premise............now compare it to gw1...........now look at gw1 and realize it has only a few open world areas and call it a truely open world game
gw2=a few instanced areas=non open world
gw1=a few open world areas= completely open world
im willing to be that the people that say gw2 is not open world also think gw1 is not open world. which would make these people both ignorant and hypocritical without realizing it or trying to be. it is EXTREMELY naive to use the EXACT SAME logic on 2 different games and come up with different conclusions based on your biasism of one of the other.
so i've noticed people-who-live-under-the-bridge talking about instanced worlds, and let me just say from everything i've seen from the videos to the beta videos no one is going to notice for two reasons. 1: the world is huge, most new worlds will be (with the acception of certain recently released games which shall not be named) so traveling from one end to the other really loses it's appeal, and this statement is coming from someone who has serious wanderlust. 2: you will be busy with other things. In this game, when you load into a zone you will be doing the DE's all the time, it's not like before where all you had to do was pickup quests, kill ten rats, turn in quests. This game is DESIGNED for you to explore and to find the hidden places and to do DE's all along the paths of wherever you wander. 3: no mounts. You won't be riding mounts all over the place the speed boost comes from sheathing your weapon and from using the occasional ability for speed boosts if you have those abilities for boosts. Rangers for instance have an increased movement rate speed buff that lasts for a few seconds. so really complaining about a design when it really won't ever affect gameplay is pointless.
just because it has some instanced areas doesn't mean its not open world. the whole world is literally open, hence open world. by your premise that a few instanced things would constitute as non open world.........i could use that same premise and say that guild wars ONE was open world because of a few open towns.........see the big picture here, look at the majority of the game and stop being so naive. gw1 was open world.........and my stance stays there since I am only using the premise you JUST came up with only switching the roles.
everyone on here saying gw2 isnt open world...........okay, now take that premise of a few instanced places in a game and say the world isnt open..............now reverse that premise............now compare it to gw1...........now look at gw1 and realize it has only a few open world areas and call it a truely open world game
gw2=a few instanced areas=non open world gw1=a few open world areas= completely open world
im willing to be that the people that say gw2 is not open world also think gw1 is not open world. which would make these people both ignorant and hypocritical without realizing it or trying to be. it is EXTREMELY naive to use the EXACT SAME logic on 2 different games and come up with different conclusions based on your biasism of one of the other.
It is far more open world than GW1 that is undeniable, but is less open world than a fully open world like SWG or UO or Darkfall or MO (regardless of your views on those games), that is also undeniable.
I'd like to see them take the movement a step or several further, for me the dodging seems very influenced from Unreal Tournament since I´ve played that alot. They can't make the movement like in Unreal Tournament obviously since people would be flying all over the place but being able to do cool dodge jumps off walls etc would be fun.
Also since there are no mounts as far as I know it would be fun to be able to bunnyjump like in Quake when out of combat, in-combat UT movement and out of combat Quake movement, best of both worlds. I know these suggestions might not work out but I honestly feel like movement in MMO's is very boring and it's where FPS games like Quake and UT shine.
I like what they've done with dodging in GW2 but I think they could do alot more to make movement really fun and take some skill to perfect both in and out of combat, anyone who has played Quake or UT knows that movement is very important, takes alot of skill and is fun in those games.
Hum I see, 3 pages of arguing over something stupid. The definition of the word "Open World." Anyways the idea of an Open world mmorpg would have horrible griefing. Example the rare world bosses in most mmorpg are generally killed by 1 or 2 guilds on every server. Now if every dungeon and story event was that way, no casual player would be able to kill a boss.
/facepalm
Oh please, will the WoW generation of "gamers" please stop trying to talk about how games without instances don't work? I've played a dozen MMOs without instances and they work.
WoW wouldn't work without instances, because its poorly designed, based on the EQ1 model, which was ambitious but flawed (it was the first 3D MMO so they aren't expected to be perfect, problem is WoW copied that flawed design and now we're stuck with it).
Just please, it's making me feel tired. If you don't have the experience to discuss things like this, then save us all time and don't. Not only is it possible to do MMOs without instancing, they're usually better off for it.
Just please, it's making me feel tired. If you don't have the experience to discuss things like this, then save us all time and don't. Not only is it possible to do MMOs without instancing, they're usually better off for it.
Experience only matters if you learn from it. And yes I already feel like a hypocrite replying to this. But I feel it has to be said.
Statements like this show an ignorance to the problems non instancing had when it came to certain content. WHich is why it's only certain content that is instanced. Boss battles and dungeons are not meant to be zerged, they're meant to give a certain amount of players a certain diffculty level and a certain experience. The best way to balance this content is to scale it to a number and hard-code that number in the conditions of the execution. Yes you can have a open dungeon and it works, but you can not have an open dungeon that offers a specific experience every time.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
Just please, it's making me feel tired. If you don't have the experience to discuss things like this, then save us all time and don't. Not only is it possible to do MMOs without instancing, they're usually better off for it.
Experience only matters if you learn from it. And yes I already feel like a hypocrite replying to this. But I feel it has to be said.
Statements like this show an ignorance to the problems non instancing had when it came to certain content. WHich is why it's only certain content that is instanced. Boss battles and dungeons are not meant to be zerged, they're meant to give a certain amount of players a certain diffculty level and a certain experience. The best way to balance this content is to scale it to a number and hard-code that number in the conditions of the execution. Yes you can have a open dungeon and it works, but you can not have an open dungeon that offers a specific experience every time.
You can if you have good game designers. Just because it didn't work well in EQ doesn't mean it doesn' twork in all MMOs.
DAoC had some of the best and hardest raids in the entire genre, and not a one was instanced. The "problems" of uninstanced content were generally all sorted out within the following two years of EQ's launch, by other better MMOs.
The raids in DAoC would use a combination of real dungeon obstacles to limit players, or spread them out or the mob bosses themselves would be coded with good enough AI that they'd adapt different tactics depending on who what and how many were attacking him. I've seen the dragon wipe out groups of 200 players. I've seen groups of 50 players kill the dragon. I've seen the group of 50 fail and 150 take out the dragon. It was about the AI and tactics used, not some stupid level gated gimmick or gear dependency.
Just please, it's making me feel tired. If you don't have the experience to discuss things like this, then save us all time and don't. Not only is it possible to do MMOs without instancing, they're usually better off for it.
Experience only matters if you learn from it. And yes I already feel like a hypocrite replying to this. But I feel it has to be said.
Statements like this show an ignorance to the problems non instancing had when it came to certain content. WHich is why it's only certain content that is instanced. Boss battles and dungeons are not meant to be zerged, they're meant to give a certain amount of players a certain diffculty level and a certain experience. The best way to balance this content is to scale it to a number and hard-code that number in the conditions of the execution. Yes you can have a open dungeon and it works, but you can not have an open dungeon that offers a specific experience every time.
You can if you have good game designers. Just because it didn't work well in EQ doesn't mean it doesn' twork in all MMOs.
DAoC had some of the best and hardest raids in the entire genre, and not a one was instanced. The "problems" of uninstanced content were generally all sorted out within the following two years of EQ's launch, by other better MMOs.
You're not understanding here, an open dungeon will be a dynamic experience, it will change depending on the occasion. You can scale it similar to recent implementations of dynamic content. But as far as hard-coded difficulty goes, the best way is always going to be a instanced or phased transition into it, as it ensures it's being approached as intended for the most part (outside of exploits of course).
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
Just please, it's making me feel tired. If you don't have the experience to discuss things like this, then save us all time and don't. Not only is it possible to do MMOs without instancing, they're usually better off for it.
Experience only matters if you learn from it. And yes I already feel like a hypocrite replying to this. But I feel it has to be said.
Statements like this show an ignorance to the problems non instancing had when it came to certain content. WHich is why it's only certain content that is instanced. Boss battles and dungeons are not meant to be zerged, they're meant to give a certain amount of players a certain diffculty level and a certain experience. The best way to balance this content is to scale it to a number and hard-code that number in the conditions of the execution. Yes you can have a open dungeon and it works, but you can not have an open dungeon that offers a specific experience every time.
You can if you have good game designers. Just because it didn't work well in EQ doesn't mean it doesn' twork in all MMOs.
DAoC had some of the best and hardest raids in the entire genre, and not a one was instanced. The "problems" of uninstanced content were generally all sorted out within the following two years of EQ's launch, by other better MMOs.
You're not understanding here, an open dungeon will be a dynamic experience, it will change depending on the occasion. You can scale it similar to recent implementations of dynamic content. But as far as hard-coded difficulty goes, the best way is always going to be a instanced or phased transition into it, as it ensures it's being approached as intended for the most part (outside of exploits of course).
And I don't see how having a hard locked difficulty is important enough to hobble the game experience. It's not enough to say that "I beat the dragon" you have to say "I beat the dragon on x difficulty"? I'd say its a lot more impressive to beat the dragon that has the scalable AI than the one that takes certain gear or gimmicks to beat.
Just please, it's making me feel tired. If you don't have the experience to discuss things like this, then save us all time and don't. Not only is it possible to do MMOs without instancing, they're usually better off for it.
Experience only matters if you learn from it. And yes I already feel like a hypocrite replying to this. But I feel it has to be said.
Statements like this show an ignorance to the problems non instancing had when it came to certain content. WHich is why it's only certain content that is instanced. Boss battles and dungeons are not meant to be zerged, they're meant to give a certain amount of players a certain diffculty level and a certain experience. The best way to balance this content is to scale it to a number and hard-code that number in the conditions of the execution. Yes you can have a open dungeon and it works, but you can not have an open dungeon that offers a specific experience every time.
You can if you have good game designers. Just because it didn't work well in EQ doesn't mean it doesn' twork in all MMOs.
DAoC had some of the best and hardest raids in the entire genre, and not a one was instanced. The "problems" of uninstanced content were generally all sorted out within the following two years of EQ's launch, by other better MMOs.
You're not understanding here, an open dungeon will be a dynamic experience, it will change depending on the occasion. You can scale it similar to recent implementations of dynamic content. But as far as hard-coded difficulty goes, the best way is always going to be a instanced or phased transition into it, as it ensures it's being approached as intended for the most part (outside of exploits of course).
And I don't see how having a hard locked difficulty is important enough to hobble the game experience. It's not enough to say that "I beat the dragon" you have to say "I beat the dragon on x difficulty"? I'd say its a lot more impressive to beat the dragon that has the scalable AI than the one that takes certain gear or gimmicks to beat.
scalable AI? not it should be a hell difficult to kill him even in big group
No worries they have a lfg tool and it isn't one where you sit in a queue you can play as you see fit and search at any time and where. It's located at the top left corner of the screen. Near options. I think it's an extra tab for your friends section. As for sorting inventory I don't know.
They do? That's good to know. Thanks, wasn't aware. Well what the hell was Lewis from Yogscast bitching about then? Boy he really was being over dramatic.
1. For god's sake mmo gamers, enough with the analogies. They're unnecessary and your comparisons are terrible, dissimilar, and illogical.
2. To posters feeling the need to state how f2p really isn't f2p: Players understand the concept. You aren't privy to some secret the rest are missing. You're embarrassing yourself.
3. Yes, Cpt. Obvious, we're not industry experts. Now run along and let the big people use the forums for their purpose.
No worries they have a lfg tool and it isn't one where you sit in a queue you can play as you see fit and search at any time and where. It's located at the top left corner of the screen. Near options. I think it's an extra tab for your friends section. As for sorting inventory I don't know.
They do? That's good to know. Thanks, wasn't aware. Well what the hell was Lewis from Yogscast bitching about then? Boy he really was being over dramatic.
I'm assuming it's because they don't point it out, and it is in the friend menu I believe. There is even a video showcasing the lfg tool, alongside otherthings. It was either by PC gamer or/and TotalHail
Something else I notice if any are curious UI customization is there but to an extent, like resizing menus and placing them. Though I believe moving compass and intergrated things like event names is what many want.
I might get banned for this. - Rizel Star.
I'm not afraid to tell trolls what they [need] to hear, even if that means for me to have an forced absence afterwards.
P2P LOGIC = If it's P2P it means longevity, overall better game, and THE BEST SUPPORT EVER!!!!!(Which has been rinsed and repeated about a thousand times)
Common Sense Logic = P2P logic is no better than F2P Logic.
And I don't see how having a hard locked difficulty is important enough to hobble the game experience. It's not enough to say that "I beat the dragon" you have to say "I beat the dragon on x difficulty"? I'd say its a lot more impressive to beat the dragon that has the scalable AI than the one that takes certain gear or gimmicks to beat.
An instanced dungeon hobbles the game experience? How so? In this day and age it can be a seamless transition from world to instance. No hobbling about it.
And yes to reach a certain desired effect it is sometimes more important, like say, if you have designed the content to benefit from an instanced setting and offer a specific gaming experience. Which is the part you don't seem to get, or at least are ignoring.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
I did not say it would not work. I said it would have griefing and the servers would have issues with the map size/graphics of mmorpg's today. DAoC was a decade ago and required 1/15 of the graphics to play, compared to the recommend specs of mmorpgs today. People still complain about how the graphics look for the current mmorpgs out or how fps drop when large groups of people gather.
As far as which is more rewarding, beating a boss with a scalable AI vs a boss with a special mechanic that depends on the player. Some players like bosses that have a difficult mechanic to understand and are satified when they finally kill him. The instance bosses can be scaled to a point were only the hardcore player would enjoy doing them. Some players like bosses with a scalable AI, since more of the community can get involved in the kill. These events are scaled so that everyone can enjoy them. Both types of bosses satify some part of the community.
I'm hoping they will expand on social features, and perhaps add some "sandboxy" elements to it. I never expect this game to be a sandbox, but it would be nice if they expanded on the community features to get people to matter in the game world and stick around.
A couple idea would be expanding crafting, creating player housing that is better than the uninspired crap we have now, more lite-RP features, etc.
It would be cool if one of these games could make a seperate instanced area that can be used to openly place homes and other things. It would still be instanced and off the main game, but it could in itself be a whole other gameplay feature where you have a sandbox-like area for living and social events. Hell, throw the occasional mob attacks in there for fun.
A sure sign that you are in an old, dying paradigm/mindset, is when you are scared of new ideas and new technology. Don't feel bad. The world is moving on without you, and you are welcome to yell "Get Off My Lawn!" all you want while it happens. You cannot, however, stop an idea whose time has come.
Comments
Honestly these could already be planned before launch so hard to day for sure but I would like to see:
1. Inventory sort/vendor sell features - So far from the videos I have seen seems they need to select things individually for sale and to sort. I would like to see something in palce for easily managing and sorting these items whether it be for inventoy reasons or selling purposes. Just cuts down on how tedious it can be. Especially since it appears there are a lot of different items you will be picking up in your adventures.
2. Lfg mechanics - I would like some features in place to help with trying to find other party members to group with either for completing events or dungeons whether it be story or explorable modes. Preferably something better than the last game I played that had one of the worst and useless lfg features I have seen in a long time.
Oh yeah, and lfg mechanics doesn't mean a fucking lfd finder so....no reason to start that whole tirade as some will when that isn't what isn't what myself or others are referring to. Not sure why but seems people have serious issues with understanding these are not even remotely the same thing.
1. For god's sake mmo gamers, enough with the analogies. They're unnecessary and your comparisons are terrible, dissimilar, and illogical.
2. To posters feeling the need to state how f2p really isn't f2p: Players understand the concept. You aren't privy to some secret the rest are missing. You're embarrassing yourself.
3. Yes, Cpt. Obvious, we're not industry experts. Now run along and let the big people use the forums for their purpose.
I might get banned for this. - Rizel Star.
I'm not afraid to tell trolls what they [need] to hear, even if that means for me to have an forced absence afterwards.
P2P LOGIC = If it's P2P it means longevity, overall better game, and THE BEST SUPPORT EVER!!!!!(Which has been rinsed and repeated about a thousand times)
Common Sense Logic = P2P logic is no better than F2P Logic.
so i've noticed people-who-live-under-the-bridge talking about instanced worlds, and let me just say from everything i've seen from the videos to the beta videos no one is going to notice for three reasons.
1: the world is huge, most new worlds will be (with the acception of certain recently released games which shall not be named) so traveling from one end to the other really loses it's appeal, and this statement is coming from someone who has serious wanderlust.
2: you will be busy with other things. In this game, when you load into a zone you will be doing the DE's all the time, it's not like before where all you had to do was pickup quests, kill ten rats, turn in quests. This game is DESIGNED for you to explore and to find the hidden places and to do DE's all along the paths of wherever you wander.
3: no mounts. You won't be riding mounts all over the place the speed boost comes from sheathing your weapon and from using the occasional ability for speed boosts if you have those abilities for boosts. Rangers for instance have an increased movement rate speed buff that lasts for a few seconds.
so really complaining about a design when it really won't ever affect gameplay is pointless.
Hum I see, 3 pages of arguing over something stupid. The definition of the word "Open World." Anyways the idea of an Open world mmorpg would have horrible griefing. Example the rare world bosses in most mmorpg are generally killed by 1 or 2 guilds on every server. Now if every dungeon and story event was that way, no casual player would be able to kill a boss. Everyone would be waiting on the respawn time or even worst the bosses difficult would drop to the point were people would just zerg it down.
Also, you can only fit some many people/monsters into an area and graphics will suffer as well. Mmorpg's already limit graphics so they can increase the amount average computers that can run it. Just imagine the amount of spells, particle effect, and npcs in a mmorpg, servers can not handle that much info especially if it is a very large world like Eye of the North (GW2 is about the size of classic WoW).
To the OP.
1. I would like to see more movement from the monsters and npcs. Something like a random roam area 10ft around where they spawn or sometype of movement for all mobs, that would bring more life to the game.
2. An account bank so you will not have to mail stuff inbetween your alts.
3. Inventory sorting options, I spend alot of down time doing this in other mmo's.
I just don't understand how a thread like this turns into this....
These are just wishes peeps nothing to argue about at all in that.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
Is a better crafting system considered 'icing'? :P
I sit on a man's back, choking him and making him carry me, and yet assure myself and others that I am very sorry for him and wish to ease his lot by all possible means - except by getting off his back.
Yeah I'd say that counts, at least in themepark format.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
editted
Darkness Falls was a dungeon in DAOC:).
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
everyone on here saying gw2 isnt open world...........okay, now take that premise of a few instanced places in a game and say the world isnt open..............now reverse that premise............now compare it to gw1...........now look at gw1 and realize it has only a few open world areas and call it a truely open world game
gw2=a few instanced areas=non open world
gw1=a few open world areas= completely open world
im willing to be that the people that say gw2 is not open world also think gw1 is not open world. which would make these people both ignorant and hypocritical without realizing it or trying to be. it is EXTREMELY naive to use the EXACT SAME logic on 2 different games and come up with different conclusions based on your biasism of one of the other.
just because it has some instanced areas doesn't mean its not open world. the whole world is literally open, hence open world. by your premise that a few instanced things would constitute as non open world.........i could use that same premise and say that guild wars ONE was open world because of a few open towns.........see the big picture here, look at the majority of the game and stop being so naive. gw1 was open world.........and my stance stays there since I am only using the premise you JUST came up with only switching the roles.
I'd like to see them take the movement a step or several further, for me the dodging seems very influenced from Unreal Tournament since I´ve played that alot. They can't make the movement like in Unreal Tournament obviously since people would be flying all over the place but being able to do cool dodge jumps off walls etc would be fun.
Also since there are no mounts as far as I know it would be fun to be able to bunnyjump like in Quake when out of combat, in-combat UT movement and out of combat Quake movement, best of both worlds. I know these suggestions might not work out but I honestly feel like movement in MMO's is very boring and it's where FPS games like Quake and UT shine.
I like what they've done with dodging in GW2 but I think they could do alot more to make movement really fun and take some skill to perfect both in and out of combat, anyone who has played Quake or UT knows that movement is very important, takes alot of skill and is fun in those games.
/facepalm
Oh please, will the WoW generation of "gamers" please stop trying to talk about how games without instances don't work? I've played a dozen MMOs without instances and they work.
WoW wouldn't work without instances, because its poorly designed, based on the EQ1 model, which was ambitious but flawed (it was the first 3D MMO so they aren't expected to be perfect, problem is WoW copied that flawed design and now we're stuck with it).
Just please, it's making me feel tired. If you don't have the experience to discuss things like this, then save us all time and don't. Not only is it possible to do MMOs without instancing, they're usually better off for it.
Experience only matters if you learn from it. And yes I already feel like a hypocrite replying to this. But I feel it has to be said.
Statements like this show an ignorance to the problems non instancing had when it came to certain content. WHich is why it's only certain content that is instanced. Boss battles and dungeons are not meant to be zerged, they're meant to give a certain amount of players a certain diffculty level and a certain experience. The best way to balance this content is to scale it to a number and hard-code that number in the conditions of the execution. Yes you can have a open dungeon and it works, but you can not have an open dungeon that offers a specific experience every time.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
You can if you have good game designers. Just because it didn't work well in EQ doesn't mean it doesn' twork in all MMOs.
DAoC had some of the best and hardest raids in the entire genre, and not a one was instanced. The "problems" of uninstanced content were generally all sorted out within the following two years of EQ's launch, by other better MMOs.
The raids in DAoC would use a combination of real dungeon obstacles to limit players, or spread them out or the mob bosses themselves would be coded with good enough AI that they'd adapt different tactics depending on who what and how many were attacking him. I've seen the dragon wipe out groups of 200 players. I've seen groups of 50 players kill the dragon. I've seen the group of 50 fail and 150 take out the dragon. It was about the AI and tactics used, not some stupid level gated gimmick or gear dependency.
You're not understanding here, an open dungeon will be a dynamic experience, it will change depending on the occasion. You can scale it similar to recent implementations of dynamic content. But as far as hard-coded difficulty goes, the best way is always going to be a instanced or phased transition into it, as it ensures it's being approached as intended for the most part (outside of exploits of course).
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
And I don't see how having a hard locked difficulty is important enough to hobble the game experience. It's not enough to say that "I beat the dragon" you have to say "I beat the dragon on x difficulty"? I'd say its a lot more impressive to beat the dragon that has the scalable AI than the one that takes certain gear or gimmicks to beat.
scalable AI? not it should be a hell difficult to kill him even in big group
They do? That's good to know. Thanks, wasn't aware. Well what the hell was Lewis from Yogscast bitching about then? Boy he really was being over dramatic.
1. For god's sake mmo gamers, enough with the analogies. They're unnecessary and your comparisons are terrible, dissimilar, and illogical.
2. To posters feeling the need to state how f2p really isn't f2p: Players understand the concept. You aren't privy to some secret the rest are missing. You're embarrassing yourself.
3. Yes, Cpt. Obvious, we're not industry experts. Now run along and let the big people use the forums for their purpose.
I'm assuming it's because they don't point it out, and it is in the friend menu I believe. There is even a video showcasing the lfg tool, alongside otherthings. It was either by PC gamer or/and TotalHail
Something else I notice if any are curious UI customization is there but to an extent, like resizing menus and placing them. Though I believe moving compass and intergrated things like event names is what many want.
I might get banned for this. - Rizel Star.
I'm not afraid to tell trolls what they [need] to hear, even if that means for me to have an forced absence afterwards.
P2P LOGIC = If it's P2P it means longevity, overall better game, and THE BEST SUPPORT EVER!!!!!(Which has been rinsed and repeated about a thousand times)
Common Sense Logic = P2P logic is no better than F2P Logic.
An instanced dungeon hobbles the game experience? How so? In this day and age it can be a seamless transition from world to instance. No hobbling about it.
And yes to reach a certain desired effect it is sometimes more important, like say, if you have designed the content to benefit from an instanced setting and offer a specific gaming experience. Which is the part you don't seem to get, or at least are ignoring.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
I did not say it would not work. I said it would have griefing and the servers would have issues with the map size/graphics of mmorpg's today. DAoC was a decade ago and required 1/15 of the graphics to play, compared to the recommend specs of mmorpgs today. People still complain about how the graphics look for the current mmorpgs out or how fps drop when large groups of people gather.
As far as which is more rewarding, beating a boss with a scalable AI vs a boss with a special mechanic that depends on the player. Some players like bosses that have a difficult mechanic to understand and are satified when they finally kill him. The instance bosses can be scaled to a point were only the hardcore player would enjoy doing them. Some players like bosses with a scalable AI, since more of the community can get involved in the kill. These events are scaled so that everyone can enjoy them. Both types of bosses satify some part of the community.
I'm hoping they will expand on social features, and perhaps add some "sandboxy" elements to it. I never expect this game to be a sandbox, but it would be nice if they expanded on the community features to get people to matter in the game world and stick around.
A couple idea would be expanding crafting, creating player housing that is better than the uninspired crap we have now, more lite-RP features, etc.
It would be cool if one of these games could make a seperate instanced area that can be used to openly place homes and other things. It would still be instanced and off the main game, but it could in itself be a whole other gameplay feature where you have a sandbox-like area for living and social events. Hell, throw the occasional mob attacks in there for fun.
A sure sign that you are in an old, dying paradigm/mindset, is when you are scared of new ideas and new technology. Don't feel bad. The world is moving on without you, and you are welcome to yell "Get Off My Lawn!" all you want while it happens. You cannot, however, stop an idea whose time has come.