1. Underwater combat is extreme good and not seen before in any game.
AHH...Everquest had it way way before GW 2
I never played EQ... did it have automatic weapon swapping under water and combat that used the vertical as well as the horizontal? Under water skills in GW2 do things like affect a vertical column as AoE, provide two dimensional vertical traps, sink or float enemies, etc.
Originally posted by DaezAster Individualized nodes and drops is a god one that hasn't been mentioned yet.
Two people who can actually stick to the topic of the thread. Thank you for your replies. You both are a rare breed it seems nowadays.
These forums have degenerated to such a degree that I question why I bother to post here when people aren't willing to discuss anything, but argue something that might even be only tangentially related.
To me it would be embarrassing to post something so stupid in a forum, even if it is under the veil of anonymity, but I guess I lack the required detachment from character to do something like that.
Maybe they are doing it intentionally, maybe they are that genuinely dumb, maybe they just completely lack an understanding of language in any shape, or form...
I'm through posting here. Have a nice life and a sincere thank you to the few people who can actually read and think like adults.
I do not really see why you got so upset.
In fact, this thread has been surprisingly peaceful so far.
The two people you quoted are ones who see some innovative features in GW 2 which they would like to see brought forward to new games as well. The rest of the people state that there is no such feature in GW 2 providing reasoning behind that which I think is still pretty much relevant for the subject.
thread is "which would you like to see in upcoming titles" not "were there any you would like to see in upcoming titles". So much like my reply is now the people saying none and why are actually not responding to original topic (at least that is how I see it)
None - didn't like any of GW2s "innovation", wasn't a fan - heart quests, scripted events, poor storyline, classes defined by weapons - ugh, jumping puzzles, vistas... no, square zone design, forced level scaling, rez repeatedly to win dungeon runs - no, narrow field of view why?, no zones with dense forests.... why? World vs World vs World - why are we fighting, for what purpose, why do fights rotate from a story perspective makes no sense.
Sorry if that came across as overly harsh, just voicing my dislikes in an unfiltered way.
Id say polish and graphics are the top 2 things, but that's not innovation.
Everything above is my opinion, your mileage may vary
I sort of agree with you lol.....The no trinity thing sounded good on paper, but after zerging every instance and spam rezing everyone for 50 lvls I couldn't continue playing the game.
The innovation if you can even call it that, that i'd like seen on EVERY game from here on out is Action combat, i.e. Tera/NWN...
Tanking in an action combat where I have to actually lift my shield at the appropriate time to block is awesome...after playing these two games its going to be hard to go back to a tab target 1,2,3 combat system
Level 80 is the max level not 50 - I can see you are just repeating unsubstantiated garbage.
Neverwinter and Tera are NOT innovation - root and spam skills is not unique to any game. I think that is the worst parts of those games.
Back to the OP, continue with removing the simple mechanics - namely the Trinity.
Well not sure about the mechanics but vertical AOE effects were very common in Everquest in fact you had to be very careful in a multistorey dungeon or place because your AOE could hit monsters in the room below and they will come after you something in Karnor Castle would cause trains. With trial and error and frequent deaths we learnt where AOEs could be used safely. In fact experience made you a better AOE caster without killing your whole group with an ill placed AOE.
Kedge Keep in Everquest featured very interesting battles underwater that required magicians to give their group members waterstones or druids/shamans to cast underwater breathing with fish scales that allowed breathing underwater but then you had to also be aware of the timer on them or drown when they run out. Mind you without fish scales the spell cannot work so people would farm them beforehand. You could get some earrings for breathing underwater but most relied on magicians and people were very aware of death in Everquest as the penalties were very bad. You could hunt anywhere underwater in Everquest but have to watch for the breath thing as you died if you got stuck fighting and your air ran out. Then you had to go recover your corpse naked underwater. Not so much fun when those sharks were circling your body and you had no weapon to fight them off. Many areas in Everquest required you to swim through wells and hidden walls and passages that if you could not find before your air ran out meant repeated deaths trying to recover your body.
Then we also used the eye to pull phinny but that is another story and yes I think aoe effects vertical underwater fighting as well because when we used area spells things above and below attacked us. Someone else more adapt at EQ mechanics can perhaps answer. As for fighting underwater we would swap weapons but not have new abilities like GW 2 but that is a part of the combats mechanics that exist outside of the water too in GW 2 so not something specific to underwater fighting. Its gimicky too as in Everquest weight mattered so you cannot simply carry that many weapons about unless you were an ogre who had more strength. Players were very conscious of weight limitations and food and water which you had to carry too or go hungry and thirsty and it affects your fighting. Of course I'm talking about how things were before in Everquest and I believe things have been changed to make it easier now.
Exploration/Adventuring: They may have not invented this, but they clearly have it right. The dynamic events that just spawn randomly from reading a book, picking up a boulder, or petting a bunny are exciting and surprising at the same time. And just traveling along, only to find the entrance to a mini-dungeon like Vexa's Lab -with it's very awesome M.C. Escher room- is something that other MMO's just don't have that I've seen. There's even those really interesting Dwarf treasure stashes in the Shiverpeaks that are opened by keys randomly dropped from mobs within the zone.
Puzzles & Jumping Puzzles: Again, something that might not be invented by them, but something done right in a great way. Thanks to Mesmer portals, even the group ones like Guild Puzzles can be completed by the jumping-inept. And BotFW is something that increases this kind of 3rd dimension thinking within the game, where as most MMO's stay relatively flat.
Other things:
-Love the Trading Post's ability to buy/sell from anywhere, but still require pickup from a BLTC vendor (a split between what games did when trying for full freedom anywhere and those that fully locked down to the auction house)
-WvW's set up, which means that there's no need to split servers to PvE and PvP, which also splits communities. It's an open world PvP that isn't about ganking the lowest leveled newb to cross your path (which seems to always be the motive behind petitioned open-world PvP).
-No power-creep. Right now having all Exotic items and Ascended accessories/backpiece means being just as powerful as everyone else with the same set up. There's no one item from a dungeon that drops and increases your damage 2% above the others from a boss at the end.
-PvP that is skill/class based, not gear based. Say what you will about sPvP, but it's enjoyable to be able to fight against others based on their class, spec, and skill, instead of them being a 6-month vet with Gladiator Tier 11 gear that kills you in one blow.
-Living Story. Tell me another MMORPG that releases chapter like content every few weeks for the players, and not the scale that A.Net has done. Can't? Thought so. You may not like it, you may hate it. You may instead want content updates exactly like other MMO's out there. That's YOU. However the players that are in-game enjoy the set up for the LS. I absolutely LOVE it. It's something different that no other MMO out there has, which is cool.
-Combat that's a blend of old-school tab targeting with action based, fast movement combat. Things like a fireball that shoots to the enemy, but if they move, can avoid (though AoE splash will hit if they're still within that short range). Things like pushes, pulls, knockdowns, teleports, and the like all give a twist to the battlefield. Oh, and an FYI to those Tera-fanboys that like to say "Tera is better, I haz can blocks with shield", it's not that great and not that unique either. There are many shield-based abilities in GW2 that also can actively block (Engineer has one, Summon Earth shield has one, Guardian has two I think, Warrior has one, Mesmer has a reflect). The combat in GW2 is telegraphed by the enemy's movements that have to be watched (an ogre lifting up his club to smash, a Ranger charging up a powered Kill Shot), beyond just the AoE red-rings that have to actively be avoided. Oh, and true Line-of-Site that allows to use the environment as well as allies to avoid damage (yes, a warrior can dodge into fireball aimed at you and take the hit so that you don't die).
Comments
1. Underwater combat is extreme good and not seen before in any game.
2. The premade pvp system...I like when pvp and pve are to different "games" (go pvp from the start)
3. The quest system is awesome, no quest hub etc.. (dont think I have seen that system before)
I never played EQ... did it have automatic weapon swapping under water and combat that used the vertical as well as the horizontal? Under water skills in GW2 do things like affect a vertical column as AoE, provide two dimensional vertical traps, sink or float enemies, etc.
Oderint, dum metuant.
Scaling content = retarded (http://www.thefreedictionary.com/retard)!
So what I would like to see, is NO scaling!!!
thread is "which would you like to see in upcoming titles" not "were there any you would like to see in upcoming titles". So much like my reply is now the people saying none and why are actually not responding to original topic (at least that is how I see it)
Level 80 is the max level not 50 - I can see you are just repeating unsubstantiated garbage.
Neverwinter and Tera are NOT innovation - root and spam skills is not unique to any game. I think that is the worst parts of those games.
Back to the OP, continue with removing the simple mechanics - namely the Trinity.
He probably meant he didn't play beyond lvl50. That's long enough to know if you like a game or not.
1 combat, can't go back to sack-o-mole style of combat
2 Dynamic events. Static quest are so boring now. I also like the heart quests because they are normally completed in several way.
3 the world is amazing!
GW2 is not perfect but it sure beats the run of the mill quest grinders like WoW, Rift, and nwn
Well not sure about the mechanics but vertical AOE effects were very common in Everquest in fact you had to be very careful in a multistorey dungeon or place because your AOE could hit monsters in the room below and they will come after you something in Karnor Castle would cause trains. With trial and error and frequent deaths we learnt where AOEs could be used safely. In fact experience made you a better AOE caster without killing your whole group with an ill placed AOE.
Kedge Keep in Everquest featured very interesting battles underwater that required magicians to give their group members waterstones or druids/shamans to cast underwater breathing with fish scales that allowed breathing underwater but then you had to also be aware of the timer on them or drown when they run out. Mind you without fish scales the spell cannot work so people would farm them beforehand. You could get some earrings for breathing underwater but most relied on magicians and people were very aware of death in Everquest as the penalties were very bad. You could hunt anywhere underwater in Everquest but have to watch for the breath thing as you died if you got stuck fighting and your air ran out. Then you had to go recover your corpse naked underwater. Not so much fun when those sharks were circling your body and you had no weapon to fight them off. Many areas in Everquest required you to swim through wells and hidden walls and passages that if you could not find before your air ran out meant repeated deaths trying to recover your body.
Then we also used the eye to pull phinny but that is another story and yes I think aoe effects vertical underwater fighting as well because when we used area spells things above and below attacked us. Someone else more adapt at EQ mechanics can perhaps answer. As for fighting underwater we would swap weapons but not have new abilities like GW 2 but that is a part of the combats mechanics that exist outside of the water too in GW 2 so not something specific to underwater fighting. Its gimicky too as in Everquest weight mattered so you cannot simply carry that many weapons about unless you were an ogre who had more strength. Players were very conscious of weight limitations and food and water which you had to carry too or go hungry and thirsty and it affects your fighting. Of course I'm talking about how things were before in Everquest and I believe things have been changed to make it easier now.
Exploration/Adventuring: They may have not invented this, but they clearly have it right. The dynamic events that just spawn randomly from reading a book, picking up a boulder, or petting a bunny are exciting and surprising at the same time. And just traveling along, only to find the entrance to a mini-dungeon like Vexa's Lab -with it's very awesome M.C. Escher room- is something that other MMO's just don't have that I've seen. There's even those really interesting Dwarf treasure stashes in the Shiverpeaks that are opened by keys randomly dropped from mobs within the zone.
Puzzles & Jumping Puzzles: Again, something that might not be invented by them, but something done right in a great way. Thanks to Mesmer portals, even the group ones like Guild Puzzles can be completed by the jumping-inept. And BotFW is something that increases this kind of 3rd dimension thinking within the game, where as most MMO's stay relatively flat.
Other things:
-Love the Trading Post's ability to buy/sell from anywhere, but still require pickup from a BLTC vendor (a split between what games did when trying for full freedom anywhere and those that fully locked down to the auction house)
-WvW's set up, which means that there's no need to split servers to PvE and PvP, which also splits communities. It's an open world PvP that isn't about ganking the lowest leveled newb to cross your path (which seems to always be the motive behind petitioned open-world PvP).
-No power-creep. Right now having all Exotic items and Ascended accessories/backpiece means being just as powerful as everyone else with the same set up. There's no one item from a dungeon that drops and increases your damage 2% above the others from a boss at the end.
-PvP that is skill/class based, not gear based. Say what you will about sPvP, but it's enjoyable to be able to fight against others based on their class, spec, and skill, instead of them being a 6-month vet with Gladiator Tier 11 gear that kills you in one blow.
-Living Story. Tell me another MMORPG that releases chapter like content every few weeks for the players, and not the scale that A.Net has done. Can't? Thought so. You may not like it, you may hate it. You may instead want content updates exactly like other MMO's out there. That's YOU. However the players that are in-game enjoy the set up for the LS. I absolutely LOVE it. It's something different that no other MMO out there has, which is cool.
-Combat that's a blend of old-school tab targeting with action based, fast movement combat. Things like a fireball that shoots to the enemy, but if they move, can avoid (though AoE splash will hit if they're still within that short range). Things like pushes, pulls, knockdowns, teleports, and the like all give a twist to the battlefield. Oh, and an FYI to those Tera-fanboys that like to say "Tera is better, I haz can blocks with shield", it's not that great and not that unique either. There are many shield-based abilities in GW2 that also can actively block (Engineer has one, Summon Earth shield has one, Guardian has two I think, Warrior has one, Mesmer has a reflect). The combat in GW2 is telegraphed by the enemy's movements that have to be watched (an ogre lifting up his club to smash, a Ranger charging up a powered Kill Shot), beyond just the AoE red-rings that have to actively be avoided. Oh, and true Line-of-Site that allows to use the environment as well as allies to avoid damage (yes, a warrior can dodge into fireball aimed at you and take the hit so that you don't die).