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three reasons why we are excited

itgrowlsitgrowls Member Posts: 2,951

Waypoints (Death Penalty), Repair System, Overflow Servers

Things most people don't really talk about. The waypoint system allows you to connect with other players right away and level no matter where you are in the world originally after the starter zone. It's cheap. No more ride/flight paths wasting time to get from point A to point B (you know where you jump on a griffon and go make an entire three course meal before landing).

Don't have to repair until every piece of armor is broken. (that's alot of dying)

Overflow servers so you can play without ques. 

 

Simply cannot wait.

Comments

  • ComfyChairComfyChair Member Posts: 758

    They don't talk much about them because they aren't *that* exciting :)

     

    My 3 reasons are: Dynamic events, World versus world, Guild system.

  • Cod_EyeCod_Eye Member UncommonPosts: 1,016

    My 3 reasons WvWvW, Charr,  Pirates, "oooh arrr me heartieeees"

     

  • Master10KMaster10K Member Posts: 3,065

    No. Those are 3 reasons why you are exicted for GW2.

    Mine's Structured PvP, Cooperative PvE and World v World.

    image

  • RequiamerRequiamer Member Posts: 2,034

    The Mist, the Mist, its coming soon

  • frogtownfrogtown Member UncommonPosts: 59

    1. Cooperative PvE

    2. No reading a wall of text.

    3. No holy trinity.

  • DragonantisDragonantis Member UncommonPosts: 974

    World vs World

    No Healers

    A nice combat system

  • cloud8521cloud8521 Member Posts: 878

    no he emans they arree 3 reasons we are excited not THE 3 reasons

  • xKingdomxxKingdomx Member UncommonPosts: 1,541

    The fact that I can't reduce my reasons to top 3 is the best indicator  that I'm excited for this game.

    How much WoW could a WoWhater hate, if a WoWhater could hate WoW?
    As much WoW as a WoWhater would, if a WoWhater could hate WoW.

  • LanfeaLanfea Member UncommonPosts: 224

    no gear grinding, dynamic events and world vs world

  • nyxiumnyxium Member UncommonPosts: 1,345

    no sub x 3

  • Kyuz0oKyuz0o Member Posts: 80

    Pretty much all is exciting.

    But my TOP 3 would be

    1. DE´s especially since I hate those go talk to NPC X all across the map, who will send you to NPC Y and Z ......ZZZZZZ quests.

    2. Small Skill bar and tactics. I hate games wehre you have 100000 skills on 10 bars, and all do more or less the same thing, just with a different animation and amout of dmg/strength of effect. In GW1 and GW2 you will have to think more about what you are going to do, and adapt your skills accordingly.

    3. The Artwork, I just love it to death, you just can`t deny Anet has one of the best Art teams in the business.

     

    PS: Thx for a positive post, these forums were starting to get depressing.

    image

  • 1.  Downleveling

    2.  Hidden Treasures

    3.  Asura

    4.  ..... ack only three - this is difficult:)

  • MwynForeverMwynForever Member Posts: 139

    1: experimenting with different skill sets

    2: WvWvW

    3: curiosity. (covers a whole list of things really) How has the game changed from GW1? How does the story continue, what's new, what's gone, playing without H/h, crafting etc.

    One of life's lil hand grenades

  • makkaalmakkaal Member Posts: 48

    Even though I seem to kind of fall out of line here...

    I'm glad you opened this thread. I just saw that video and checked whether it was subject to debate here - well, more or less.

    Thing is, the (non)repair system is grinding my gears. Maybe I am a bit spoiled, but whatever happened to actual destruction of items? The first degradation mechanic I came in contact with was in DAoC.

    Items would have three different stats - Duration, quality and condition. I'm not sure whether I remember correctly, but I believe condition went down with usage, making the item useless to the extent of actually breaking, unless you repaired it. When you did, duration went down. When duration met zero, the item broke. Quality told you how much of duration you'd lose every time you repaired the item (the higher the quality, the longer it'd last). Now, I understand that not everyone wants a system like that, however:

    What this meant was that there was rather high demand for new items as every single one would break eventually, making crafting rather meaningful, especially because player crafted items had a much higher quality than the ones you found. Also, repairing is a nice, invisible money sink, helping to keep the economy in check, an economy that players had a much bigger influence in because of, well, replacing degrading items. 

    My point is: While I could live with items only degrading to the point of being useless (but being restored to full "health" when repaired), I strongly believe that getting rid of such a repair system would make crafting rather useless as well as creating another factor for inflation.

    Anyone have some thoughts on that? Or am I too pessimistic?

     

    (Oh, and the three things I'm looking forward to: No gear treadmill, level downscaling, W vs W.)

    Let me point out that, in fact, I couldn't care less about these first world problems. I'm just having fun.

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