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To much from GW2

NetSageNetSage Member UncommonPosts: 1,059

I think that's going to be the downfall of this game :P.  Not that GW2 is a bad game but it's flawed for an MMORPG in the long IMO.

It seems like they're just mashing all the possibly great idea from mmos of the past 5 years.  Sadly it doesn't seem like thier picking the right combination of them.

Comments

  • wizardanimwizardanim Member Posts: 278

    From what I heard at the panels, taking away specific tank/healer/dps roles does not make this game like GW 2.  Before I criticize the system, I want to try it out.  Abstractly it may have similarities, but I don't believe it will be the same game.

  • termsytermsy Member Posts: 100
    I'm curious what you're referring to. What is similar? The fact that a dedicated healer, tank and cc isn't required?
  • Aldous.HuxleyAldous.Huxley Member, Newbie CommonPosts: 418

    Well, the Lion King did sprint exactly like the Charr...

  • termsytermsy Member Posts: 100
    Originally posted by Aldous.Huxley

    Well, the Lion King did sprint exactly like the Charr...

     

    Oh, you mean like how lions run?
  • Aldous.HuxleyAldous.Huxley Member, Newbie CommonPosts: 418
    Originally posted by termsy
    Originally posted by Aldous.Huxley

    Well, the Lion King did sprint exactly like the Charr...

     

    Oh, you mean like how lions run?

     

    Yes, just like how lions would run with giant WoW-like shoulder pads.

  • munx4555munx4555 Member Posts: 169

    I don't see how they'll manage having meaningful group combat with out some sort of roles.. Gw2 made it perfectly clear that the game will turn into a dps race when you try this approach, and I really don't see a way around it.

    Also what I think they fail to realise is that while there are people who hate tanking or healing, there are equally people who enjoy this alot, and have no intrest in dpsing. (This system means those kinda players will negativly impact the pace of theyr team as the content will be balanced toward not using either, and anyone who try it will be bullied into dpsing by theyr groups, just like in gw2 )

    Grouping in gw2 is some of the most boring gameplay I have been involved with as far a mmorpg's go period, when everyone is doing the same thing, and you are basicly not depending on your teammate to support you, then it becomes routine and boring quickly.

    They also mentioned scaling bosses, and since theres no dedicated healer or tanks this means the only thing that will truely scale is the hp of the bosses, leaving us with another dps race feature.

    Its a entirely flawed concept, and I very much doubt SoE can find away around that.

     

    That said, Ill still play the game, but I expect the lifespan for me will be about the same as gw2, primarily due to this.

  • NanfoodleNanfoodle Member LegendaryPosts: 10,903
    Maybe SoE can make this work better then Anet did but GW2 fans have a home and I am not sure this is the right time for something so much like GW2 but maybe we dont know enough yet but I hold little hope. I know from my time in GW2 is I want a deep team dynamic I have only seen in old school trinity games. If EQN can do that with no trinity Im game, if not Im gone. I can only hope there is something we dont know yet.
  • Loke666Loke666 Member EpicPosts: 21,441

    Makes sense to me. The M59/EQ/Wow model have probably been taken as far as it can now.

    Mixing GW2 with SWGs crafting and some sandbox elements might just be the right thing to do.

    There is of course the longevity thing but I start to wonder if it isn't more the players than the games in themselves that is a large part of the problem here. People seems to get bored of anything fast nowadays.

    Sandbox elements might be enough anyways to keep the players, or the fact that this game is a lot more gear focused than GW2. Still I would be happy if it keeps half the active players GW2 have after a year now, at least my GW2 server is full.

    I seriously have my doubt that EQN can beat Wow but it would be nice with 500K-1M active players. :)

  • AumHybridAumHybrid Member UncommonPosts: 75

     

  • ThomasN7ThomasN7 87.18.7.148Member CommonPosts: 6,690
    Did someone say lions ? 
    30
  • NagelRitterNagelRitter Member Posts: 607

    Tbh, none of the stuff we've seen so far touches on longevity much at all.

    Longevity, in a sandbox, is a concern between "what can I do" and "what should I do".

    A good example is EVE. It offers lots and lots of goals to a potential player. You can get super rich, you can go make items out of minerals, you can invent items, you can shoot at the other faction, you can be a pirate, you can make a home in WH space, finally, you can beat on NPC rats, you can capture sovereignty in nullsec. There's even simpler stuff like: "I want to pilot this ship really well". There's also more complex stuff in the nature of "I want to occupy this nullsec system with my corp and do some lucrative mining" or "I want to get a strat cruiser for solo exploration and try my luck in dangerous areas". It keeps going.

    Point of the matter is, it's not terribly hard to pick something in EVE and there are lots and lots of options to set goals. Even better, many of them are not exactly easy or fast to get to. They often have to be broken up in smaller chunks. Often people never even get there and spend a long time in the process itself. That's sandbox for you.

    SWG was similar, with a few other options like building cities, being a recognized crafter, taming pets, and buying that damn Vibroblade that costs way too much money.

     

    EQN doesn't touch on this aspect THAT much so far, and it's an important one for sandbox.

    We can build, and we can explore. Those are two very good elements, definitely. Hopefully, exploration can yield lots of very good things including resources for that very building, and they seemed to have implied that + various lore pieces and hidden enemies and what not. So that's good. If you want to be a general builder, that's covered, especially since building is very free-form so you can always prove your worth in that. Exploration, similarly, seems like will be valuable and extensive.

    Crafting? Still kind of in the air. Sounds decent so far, but how far can you specialize it? Are there means to make yourself different? What will make crafting valuable? Economy? Can you be a trader? Can you have lots of money/stuff? Up in the air.

    Being good at a role? This seems gone, with the multiclassing and lack of defined roles classes or even class combinations. SWG still had stronger roles so you could, for instance, be a specialized 1-handed sword user. EQN doesn't appear to have this, and it seems that role specialization is gone. That's a bummer, personally.

    PvE? Well, there are rally points, I feel they may be a big part of this. There are also some dungeons. But I am not sure how much stuff here will be something people actually get recognized for. Ideally, someone could develop to be a great player and get invited every time someone finds something really strong they can't beat.

    PvP is in the air so everything in that category is moot. Faction wars also.

    They definitely have things to talk about, that's for sure.

    Favorite MMO: Vanilla WoW
    Currently playing: GW2, EVE
    Excited for: Wildstar, maybe?

  • termsytermsy Member Posts: 100
    Originally posted by NagelRitter

    Tbh, none of the stuff we've seen so far touches on longevity much at all.Longevity, in a sandbox, is a concern between "what can I do" and "what should I do".A good example is EVE. It offers lots and lots of goals to a potential player. You can get super rich, you can go make items out of minerals, you can invent items, you can shoot at the other faction, you can be a pirate, you can make a home in WH space, finally, you can beat on NPC rats, you can capture sovereignty in nullsec. There's even simpler stuff like: "I want to pilot this ship really well". There's also more complex stuff in the nature of "I want to occupy this nullsec system with my corp and do some lucrative mining" or "I want to get a strat cruiser for solo exploration and try my luck in dangerous areas". It keeps going.Point of the matter is, it's not terribly hard to pick something in EVE and there are lots and lots of options to set goals. Even better, many of them are not exactly easy or fast to get to. They often have to be broken up in smaller chunks. Often people never even get there and spend a long time in the process itself. That's sandbox for you.SWG was similar, with a few other options like building cities, being a recognized crafter, taming pets, and buying that damn Vibroblade that costs way too much money. EQN doesn't touch on this aspect THAT much so far, and it's an important one for sandbox.We can build, and we can explore. Those are two very good elements, definitely. Hopefully, exploration can yield lots of very good things including resources for that very building, and they seemed to have implied that + various lore pieces and hidden enemies and what not. So that's good. If you want to be a general builder, that's covered, especially since building is very free-form so you can always prove your worth in that. Exploration, similarly, seems like will be valuable and extensive.Crafting? Still kind of in the air. Sounds decent so far, but how far can you specialize it? Are there means to make yourself different? What will make crafting valuable? Economy? Can you be a trader? Can you have lots of money/stuff? Up in the air.Being good at a role? This seems gone, with the multiclassing and lack of defined roles classes or even class combinations. SWG still had stronger roles so you could, for instance, be a specialized 1-handed sword user. EQN doesn't appear to have this, and it seems that role specialization is gone. That's a bummer, personally.PvE? Well, there are rally points, I feel they may be a big part of this. There are also some dungeons. But I am not sure how much stuff here will be something people actually get recognized for. Ideally, someone could develop to be a great player and get invited every time someone finds something really strong they can't beat.PvP is in the air so everything in that category is moot. Faction wars also.They definitely have things to talk about, that's for sure.

     

    I agree with you. There needs to be more than exploration and crafting buildings and weapons.

    But its definitely a good start as you stated. Hopefully there's other things to do, hunting, fishing, gathering herbs, hair dressing (people loved that). Hopefully some non combat oriented professions.
  • kjempffkjempff Member RarePosts: 1,760
    Well You could also argue that GW2 had many interesting systems, but didnt do them right. Maybe Eq will take some of those systems and create something interesting with them.. I am thinking about actual dynamic events, real role playing aka group dependence and holy trinity-quad-similar, interesting and meaningful exploration and stuff like that, fun action based combat with tactical elements; all spiced up with persistant world and sandbox'ish features.
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