|
Page 82 of 105 |
What Profession will you play? |
Engineer |
|
9% |
[ 25 ] |
Necromancer |
|
7% |
[ 19 ] |
Thief |
|
12% |
[ 34 ] |
Elementalist |
|
10% |
[ 27 ] |
Warrior |
|
15% |
[ 40 ] |
Ranger |
|
9% |
[ 24 ] |
Mesmer |
|
3% |
[ 9 ] |
Guardian |
|
6% |
[ 17 ] |
Not sure yet :(... |
|
26% |
[ 71 ] |
|
Total Votes : 266 |
|
|
|
Back to top |
|
 |
|
|
Back to top |
|
 |
Tarek
Posts: 169
Location: Sweden
|
Posted: Wed, 12th Sep 2012 09:43 Post subject: |
|
 |
Acer wrote: | Tarek wrote: | Im thinking about picking this up.
Worth it?
Also, any classes that are allways needed?
Any underdog classes/races?
Ye, i like playing the shit noone else plays =D |
If you like repetetive gameplay and cute graphics then play this. I got bored after 2 weeks because you kinda did the same thing over and over, which might be true for almost all mmos but atleast they give you an illusion of variety.
Also this game pushed me back to SWTOR which im enjoying again... |
Well im not going back to SWOTOR... that was a horrible grind.
|
|
Back to top |
|
 |
|
|
Back to top |
|
 |
|
Posted: Wed, 12th Sep 2012 11:09 Post subject: |
|
 |
Lokhart wrote: | Acer wrote: | Tarek wrote: | Im thinking about picking this up.
Worth it?
Also, any classes that are allways needed?
Any underdog classes/races?
Ye, i like playing the shit noone else plays =D |
If you like repetetive gameplay and cute graphics then play this. I got bored after 2 weeks because you kinda did the same thing over and over, which might be true for almost all mmos but atleast they give you an illusion of variety.
Also this game pushed me back to SWTOR which im enjoying again... |
Why is it repetitive? You gain experience doing anything in the world. Like to craft? XP! Like to explore? XP! Wanna do quests? XP! Dynamic Events? XP! Gathering? XP! World PVP? XP!
And so on. So basically you can level doing anything you want. All the other mmos let you level efficiently only through quests.
Don't get started on how you have 5 abilities per weapon, instead of the ten thousand other mmos give you, when you level up (in wow atleast) you ALWAYS use your optimal rotation, which is usually made up of three or four abilities. |
The thing with the levelling experience is that the best parts of PvE are the exploration and the events. Problem is that events are very similar and they seem to repeat within a very short time frame.
Crafting/Exploration/WvW giving XP is great - but that means you'd have to enjoy those things. Of course, you're wrong that other MMOs don't give XP for PvP/exploration. Even WoW does that.
I love exploration in GW2 - and it's about the only thing that got me going until level 33. The events grow boring and are massive zerg fests with zero tactical requirements for the most part. The WvW is a massive zerg fest - unless you want to join a big guild and be a lemming following orders to do stuff in an instanced area that will reset and not bring any kind of interesting reward to the winner, beyond some % PvE bonuses. You're literally fighting for absolutely no reason.
Which brings me to the entire point of the game - that's meant to be "fun". Fun as in doing things for no reason except doing them, and largely without the progression rewards that are integral to the RPG genre. I'm not talking about the grindy MMO tradition - but the RPG genre in itself.
One of the most entertaining and interesting parts of any RPG, whether it's an action RPG like Diablo - or a fully fledged one like Baldur's Gate or Vampire Bloodlines - has ALWAYS been meaningful character power progression. It's the power trip that all human beings enjoy.
How ArenaNet managed to convince so many of their fans that power isn't interesting and everything should be done for fun instead of fun AND a reward - I will never understand.
It's like even some of the most hardcore veteran players have chosen to let themselves be hypnotised into believing that no power progression at 80 is a fantastic development.
Maybe I'm wrong, and people don't actually need a reward to perpetually do the same things over and over - and GW2 will still be huge in 3-6 months.
Then you claim that most MMOs give you "thousands" of abilities - which is of course an exaggeration, but I get your point. You must have played some really bad ones.
In WoW, you have a VASTLY more interesting arsenal available to you with any class. I played a Rogue for 3 years - and I extensively used ALL my abilities, excepting 1-2 that were highly situational - like Feint.
Even in SWtOR - the vast majority of your abilities are there for a reason, and using them intelligently will lead to greater success.
So, the utter simplification in GW2 is NOT a step forward. It's a very deliberate way of trying to appeal to the masses that have limited experience with the genre.
Now, I'm not claiming the combat system doesn't have depth and isn't challenging - simply that it has LESS depth and the vast majority of the encounters are basically spam 1-2 abilities. WoW/TOR had more complex cycles even for the most basic encounters.
They also took an "oh so bold" step and removed the trinity (taking something away without actually adding something is apparently bold). Because people are tired of the trinity, right? Well, I wasn't - and I always thought it was just an added layer of tactics to any PvE fight. I could take it or leave it, really, but I'd want something equally tactical or interesting in return - or it'd just be like when Bioware removed inventory and mods in Mass Effect 2.
The result? Well, people are just DPS'ing like crazy in 95% of all fights - with a bit of avoidance and healing when required. How on earth is that an improvement?
I mean, in theory, it would be great if everyone had to do everything and be on the top of their game - but they can't balance the game that way. That would drive everyone except the dedicated enthusiasts away - and it seems the dungeons are a good example of that.
The dungeons probably require a lot of timing - and that would be ok if the rewards were worth it. But why would people bother when the rewards are shit? It makes no sense.
You can't balance a game that's meant to have dozens of strangers cooperating in such a way that everyone needs to do everything with great timing. It's just moronic design, really. I'm sorry, but removing the trinity added nothing of value and removed a proven and entertaining tactical requirement.
The biggest problem with the trinity was always that it made gathering groups harder and left some people out for too long. But with the invention of group finders, that problem is all but gone in the popular titles. Guess what? ArenaNet didn't even bother to implement a group finder for the dungeons.
Then again, maybe it's not meant to be fun for more than 1-2 months - and maybe that's fine for most people. I think the genre is meant for something more than that - and I don't like the modern themepark tradition of exhausting content in a short time - and then moving on to the next one. The genre has no closure of any kind - and playing multiple themeparks seems to be an endless levelling experience that just resets when you switch games. There's no finish or goal - and that's why I'm sick of the way developers are handling the MMO genre. They should COMBINE sandbox and themeparks - instead of thinking in black/white terms.
If people are truly satisfied waiting for a game like GW2 for 5 years, letting themselves get insanely hyped - and then simply move on after a couple of months and all but forget about it - as they play the next cookie-cutter themepark, I guess I'm just a lot more demanding than most players. In fact, I know I am - I can't help it. I think there's so much potential that remains untapped.
I'm almost out of hope for the genre, but there's still ArcheAge to come. They, at least, seem to understand that it's possible to combine the themepark with the sandbox.
|
|
Back to top |
|
 |
|
Posted: Wed, 12th Sep 2012 11:24 Post subject: |
|
 |
well said casus. The case of doing a mission which has no impact on the world is something most mmos suffer from.
also the no ending part reminds me of arcade games from the 80's which didnt really have a story or a finish, you just kept going until the game became to hard to finish. We'll probably see more and more storydriven mmos in the future with alot more dynamic events, consistant changes etc
Dont mess with God, he can impregnate your girlfriend/wife without taking his pants off!
|
|
Back to top |
|
 |
Sin317
Banned
Posts: 24322
Location: Geneva
|
Posted: Wed, 12th Sep 2012 11:26 Post subject: |
|
 |
i have 10 abilities i am activily using with swapping weapon + 5 abilities , thats 15 abilities i am using ... i don't see how that is any less than any other mmo ...
i think most of the people pickering here about the game, dont like mmo's in general or i don't know.
|
|
Back to top |
|
 |
|
Posted: Wed, 12th Sep 2012 11:54 Post subject: |
|
 |
Casus wrote: | Lokhart wrote: | Acer wrote: |
If you like repetetive gameplay and cute graphics then play this. I got bored after 2 weeks because you kinda did the same thing over and over, which might be true for almost all mmos but atleast they give you an illusion of variety.
Also this game pushed me back to SWTOR which im enjoying again... |
Why is it repetitive? You gain experience doing anything in the world. Like to craft? XP! Like to explore? XP! Wanna do quests? XP! Dynamic Events? XP! Gathering? XP! World PVP? XP!
And so on. So basically you can level doing anything you want. All the other mmos let you level efficiently only through quests.
Don't get started on how you have 5 abilities per weapon, instead of the ten thousand other mmos give you, when you level up (in wow atleast) you ALWAYS use your optimal rotation, which is usually made up of three or four abilities. |
The thing with the levelling experience is that the best parts of PvE are the exploration and the events. Problem is that events are very similar and they seem to repeat within a very short time frame.
Crafting/Exploration/WvW giving XP is great - but that means you'd have to enjoy those things. Of course, you're wrong that other MMOs don't give XP for PvP/exploration. Even WoW does that.
I love exploration in GW2 - and it's about the only thing that got me going until level 33. The events grow boring and are massive zerg fests with zero tactical requirements for the most part. The WvW is a massive zerg fest - unless you want to join a big guild and be a lemming following orders to do stuff in an instanced area that will reset and not bring any kind of interesting reward to the winner, beyond some % PvE bonuses. You're literally fighting for absolutely no reason.
Which brings me to the entire point of the game - that's meant to be "fun". Fun as in doing things for no reason except doing them, and largely without the progression rewards that are integral to the RPG genre. I'm not talking about the grindy MMO tradition - but the RPG genre in itself.
One of the most entertaining and interesting parts of any RPG, whether it's an action RPG like Diablo - or a fully fledged one like Baldur's Gate or Vampire Bloodlines - has ALWAYS been meaningful character power progression. It's the power trip that all human beings enjoy.
How ArenaNet managed to convince so many of their fans that power isn't interesting and everything should be done for fun instead of fun AND a reward - I will never understand.
It's like even some of the most hardcore veteran players have chosen to let themselves be hypnotised into believing that no power progression at 80 is a fantastic development.
Maybe I'm wrong, and people don't actually need a reward to perpetually do the same things over and over - and GW2 will still be huge in 3-6 months.
Then you claim that most MMOs give you "thousands" of abilities - which is of course an exaggeration, but I get your point. You must have played some really bad ones.
In WoW, you have a VASTLY more interesting arsenal available to you with any class. I played a Rogue for 3 years - and I extensively used ALL my abilities, excepting 1-2 that were highly situational - like Feint.
Even in SWtOR - the vast majority of your abilities are there for a reason, and using them intelligently will lead to greater success.
So, the utter simplification in GW2 is NOT a step forward. It's a very deliberate way of trying to appeal to the masses that have limited experience with the genre.
Now, I'm not claiming the combat system doesn't have depth and isn't challenging - simply that it has LESS depth and the vast majority of the encounters are basically spam 1-2 abilities. WoW/TOR had more complex cycles even for the most basic encounters.
They also took an "oh so bold" step and removed the trinity (taking something away without actually adding something is apparently bold). Because people are tired of the trinity, right? Well, I wasn't - and I always thought it was just an added layer of tactics to any PvE fight. I could take it or leave it, really, but I'd want something equally tactical or interesting in return - or it'd just be like when Bioware removed inventory and mods in Mass Effect 2.
The result? Well, people are just DPS'ing like crazy in 95% of all fights - with a bit of avoidance and healing when required. How on earth is that an improvement?
I mean, in theory, it would be great if everyone had to do everything and be on the top of their game - but they can't balance the game that way. That would drive everyone except the dedicated enthusiasts away - and it seems the dungeons are a good example of that.
The dungeons probably require a lot of timing - and that would be ok if the rewards were worth it. But why would people bother when the rewards are shit? It makes no sense.
You can't balance a game that's meant to have dozens of strangers cooperating in such a way that everyone needs to do everything with great timing. It's just moronic design, really. I'm sorry, but removing the trinity added nothing of value and removed a proven and entertaining tactical requirement.
The biggest problem with the trinity was always that it made gathering groups harder and left some people out for too long. But with the invention of group finders, that problem is all but gone in the popular titles. Guess what? ArenaNet didn't even bother to implement a group finder for the dungeons.
Then again, maybe it's not meant to be fun for more than 1-2 months - and maybe that's fine for most people. I think the genre is meant for something more than that - and I don't like the modern themepark tradition of exhausting content in a short time - and then moving on to the next one. The genre has no closure of any kind - and playing multiple themeparks seems to be an endless levelling experience that just resets when you switch games. There's no finish or goal - and that's why I'm sick of the way developers are handling the MMO genre. They should COMBINE sandbox and themeparks - instead of thinking in black/white terms.
If people are truly satisfied waiting for a game like GW2 for 5 years, letting themselves get insanely hyped - and then simply move on after a couple of months and all but forget about it - as they play the next cookie-cutter themepark, I guess I'm just a lot more demanding than most players. In fact, I know I am - I can't help it. I think there's so much potential that remains untapped.
I'm almost out of hope for the genre, but there's still ArcheAge to come. They, at least, seem to understand that it's possible to combine the themepark with the sandbox. |
It's a good critic and i understand your point of view, but dungeons aside (which have little mechanics in place so it's a dps fest, it isn't really a matter of having the trinity or not, usually during your usual mmo three people dps one tanks and the other plays wack a mole with the health bars). But i usually play a game because it's fun not to get to the next level. See my BIGGEST problem with WoW began when i realized that my entire character progess would be thrown out the window when the first expansion came out, so basically you do your raids to be able to do the next raids and so on. And all of this is made obsolete when the next espansion will come out. That's what they have for power progression in other games.
Gw2 is different, it's more similar to DOTA or LOL or counterstirke, it's a team based game and you can pick between three game modes, pve, spvp and worldpvp. You play to win that game, your reward is better looking equipment.
They basically shifted from "do things to get a reward" to "do things to have fun".
If you aren't having fun it's not the game fault. simply this game is not for you.
They actually tried to do something fresh and they have a lot of time to improve and add things. WoW had one tenth of the content and mechanics it has now when it came out.
Stop trying to play this game as something is not.
|
|
Back to top |
|
 |
|
Posted: Wed, 12th Sep 2012 12:05 Post subject: |
|
 |
I mostly agree with his points, maybe i am trained by wow like mmos but the removal of the trinity and the item and meaningfull stat/skill progression kills most of my interest in gw2, its like the cod of mmos for me, easy to pick up and play a little pve or pvp but i dont get the vibe i got from other mmos there is just to mutch missing for me.
|
|
Back to top |
|
 |
|
Posted: Wed, 12th Sep 2012 12:31 Post subject: |
|
 |
Don't get me wrong - I absolutely HATE the themepark paradigm of doing nothing but grinding gear at max level. I think that's hollow and ultimately meaningless.
I grinded Molten Core 4-5 hours 4-5 days each week for 1.5 years, trying to get Thunderfury. Guess what? I never got the last binding - and TBC came out and reset everything.
Now, I've played almost all MMOs since UO - but WoW was the first one to make me play for an extended period of time. So, I had no idea that this gear reset was the natural consequence in that kind of design.
I honestly thought a legendary sword like Thunderfury would stay relevant for those few who managed to get it - either through upgrades or some kind of exchange system.
So, I'm happy I never got the sword - because it would have been a really bad feeling having it be replaced by blues from quests.
However, with all that said - I STILL think power progression at max level is better than no progression at all.
Not good, just better.
I'm a sandbox player at heart - but I don't think sandboxes have to be exclusive, and I don't see any reason developers can't combine the beauty and immersion of a themepark world and a strong story - with a sandbox design, where crafting is essential and the world can be influenced by the players.
That's the only way I can see the genre truly evolve.
GW2 is, frankly, just another themepark MMO with some significant twists that ultimately don't matter all that much.
Honestly, I don't think the dynamic events are better than a story-driven quest experience like in TSW. I think there's room for both.
GW2 has the personal stories - but from what I've seen (33 human) - they're AWFUL and BLAND. Poor writing, poor voice acting and boring quests.
|
|
Back to top |
|
 |
|
Posted: Wed, 12th Sep 2012 12:36 Post subject: |
|
 |
Casus wrote: | Don't get me wrong - I absolutely HATE the themepark paradigm of doing nothing but grinding gear at max level. I think that's hollow and ultimately meaningless.
I grinded Molten Core 4-5 hours 4-5 days each week for 1.5 years, trying to get Thunderfury. Guess what? I never got the last binding - and TBC came out and reset everything.
Now, I've played almost all MMOs since UO - but WoW was the first one to make me play for an extended period of time. So, I had no idea that this gear reset was the natural consequence in that kind of design.
I honestly thought a legendary sword like Thunderfury would stay relevant for those few who managed to get it - either through upgrades or some kind of exchange system.
So, I'm happy I never got the sword - because it would have been a really bad feeling having it be replaced by blues from quests.
However, with all that said - I STILL think power progression at max level is better than no progression at all.
Not good, just better.
I'm a sandbox player at heart - but I don't think sandboxes have to be exclusive, and I don't see any reason developers can't combine the beauty and immersion of a themepark world and a strong story - with a sandbox design, where crafting is essential and the world can be influenced by the players.
That's the only way I can see the genre truly evolve.
GW2 is, frankly, just another themepark MMO with some significant twists that ultimately don't matter all that much.
Honestly, I don't think the dynamic events are better than a story-driven quest experience like in TSW. I think there's room for both.
GW2 has the personal stories - but from what I've seen (33 human) - they're AWFUL and BLAND. Poor writing, poor voice acting and boring quests. |
I played alot of UO back in the days and i LOVED it, i'm still waiting for a modern game that would give me the same feelings i had with UO. I played EVE online for a while, and unfortunately i'm not in that stage of life where i can enjoy it fully. Had it been my university days... But now, with work and ten thousand things to attend to i don't have the time to play the game properly.
|
|
Back to top |
|
 |
|
Posted: Wed, 12th Sep 2012 12:41 Post subject: |
|
 |
Lokhart wrote: | Casus wrote: | Don't get me wrong - I absolutely HATE the themepark paradigm of doing nothing but grinding gear at max level. I think that's hollow and ultimately meaningless.
I grinded Molten Core 4-5 hours 4-5 days each week for 1.5 years, trying to get Thunderfury. Guess what? I never got the last binding - and TBC came out and reset everything.
Now, I've played almost all MMOs since UO - but WoW was the first one to make me play for an extended period of time. So, I had no idea that this gear reset was the natural consequence in that kind of design.
I honestly thought a legendary sword like Thunderfury would stay relevant for those few who managed to get it - either through upgrades or some kind of exchange system.
So, I'm happy I never got the sword - because it would have been a really bad feeling having it be replaced by blues from quests.
However, with all that said - I STILL think power progression at max level is better than no progression at all.
Not good, just better.
I'm a sandbox player at heart - but I don't think sandboxes have to be exclusive, and I don't see any reason developers can't combine the beauty and immersion of a themepark world and a strong story - with a sandbox design, where crafting is essential and the world can be influenced by the players.
That's the only way I can see the genre truly evolve.
GW2 is, frankly, just another themepark MMO with some significant twists that ultimately don't matter all that much.
Honestly, I don't think the dynamic events are better than a story-driven quest experience like in TSW. I think there's room for both.
GW2 has the personal stories - but from what I've seen (33 human) - they're AWFUL and BLAND. Poor writing, poor voice acting and boring quests. |
I played alot of UO back in the days and i LOVED it, i'm still waiting for a modern game that would give me the same feelings i had with UO. I played EVE online for a while, and unfortunately i'm not in that stage of life where i can enjoy it fully. Had it been my university days... But now, with work and ten thousand things to attend to i don't have the time to play the game properly. |
Yeah, I know what you mean. For a proper sandbox experience, I'll probably have to wait until I'm retired
But it would be quite something to see a truly modern and evolved take on the UO design.
ArcheAge looks like it MIGHT be something like that, but it's still far off - and I'm so used to being disappointed in this genre - that I'm not counting on anything.
|
|
Back to top |
|
 |
|
Posted: Wed, 12th Sep 2012 12:56 Post subject: |
|
 |
tet666 wrote: | I mostly agree with his points, maybe i am trained by wow like mmos but the removal of the trinity and the item and meaningfull stat/skill progression kills most of my interest in gw2, its like the cod of mmos for me, easy to pick up and play a little pve or pvp but i dont get the vibe i got from other mmos there is just to mutch missing for me. |
Well, that the main reason that sold me on the game. It's so easy to pick up and play on and off. Every time I tried to come back to, say, World of Warcraft, I didn't know what to do. I had to go on wiki or something and go find where to get up-to-date gear so I could start playing. I don't want to dedicate most of my free time to one single game, I tend to take a break after some time no matter how good any game is. So I really appreciate, that finally I have an MMO that is as easy to get back to as FPS game or something.
After few months there will be less people around, hopefully they'll take it into account and make appropriate changes to PvE, so that it's easier to play solo when there's no one around. The game is currently designed around that idea that you always have someone around who's gonna help you. Completing events alone is not that fun currently as it takes too much time, and in worst case, some classes can't even complete some of them (even if they aren't marked as group events).
|
|
Back to top |
|
 |
|
Posted: Wed, 12th Sep 2012 14:01 Post subject: |
|
 |
tolanri wrote: |
Well, that the main reason that sold me on the game. It's so easy to pick up and play on and off. Every time I tried to come back to, say, World of Warcraft, I didn't know what to do. I had to go on wiki or something and go find where to get up-to-date gear so I could start playing. I don't want to dedicate most of my free time to one single game, I tend to take a break after some time no matter how good any game is. So I really appreciate, that finally I have an MMO that is as easy to get back to as FPS game or something.
After few months there will be less people around, hopefully they'll take it into account and make appropriate changes to PvE, so that it's easier to play solo when there's no one around. The game is currently designed around that idea that you always have someone around who's gonna help you. Completing events alone is not that fun currently as it takes too much time, and in worst case, some classes can't even complete some of them (even if they aren't marked as group events). |
Exactly my thoughts.
I don't know how respawn rates are working, but currently they are f*cked up. It's fun when you are playing with some friends or even random players and easily bash your way through them, but solo it's nearly impossible if your killspeed isn't fast enough.
|
|
Back to top |
|
 |
Sin317
Banned
Posts: 24322
Location: Geneva
|
Posted: Wed, 12th Sep 2012 23:09 Post subject: |
|
 |
|
|
Back to top |
|
 |
Kaltern
Posts: 5859
Location: Lockerbie, Scotland
|
Posted: Wed, 12th Sep 2012 23:21 Post subject: |
|
 |
I don't get it.
What is with some people wanting an infinite sandbox game they could play ad infinitum? How is that in any way entertainment?
Playing Valheim every weekday at 10pm GMT - twitch.tv/kaltern
Follow me on Twitter if you feel like it... @kaltern
My system: Ryzen 7 3700x|Gigabyte RTX 2080 Super Windforce OC|Vengeance 3000Mz 16Gb RAM|2x 500Gb Samsung EVO 970 M.2 SSD |SanDisk SSD PLUS 240 GB + OCZ Vertex 2 60Gb SSD|EVA Supernova 650W PSU|Logitech G27 Wheel|Logitech G19 Gaming Pad|SteelSeries Arctis 7|Logitech G502 Proteus Spectrum Mouse + Logitech MX Master Mouse|Razer Blackwidow Chroma X Keyboard|Oculus Quest 2 + Link|Pixio PX7 Prime 165hz HDR & 1x Samsung 24FG70FQUEN 144Hz curved monitor
-= Word to the wise: Having a higher forum post does not mean you are right. =-
|
|
Back to top |
|
 |
|
Posted: Wed, 12th Sep 2012 23:37 Post subject: |
|
 |
Anybody at Borlis Pass and was able to buy Temple/God karma armor sets?
Waypoints are contested and nobody is willing to do group event..Is it same on every server?
Thanks!
The way I see it, every life is a pile of good things and bad things. The good things don’t always soften the bad things, but vice versa, the bad things don’t always spoil the good things and make them unimportant.
|
|
Back to top |
|
 |
|
|
Back to top |
|
 |
JackQ
Non-expret in Derps lagunge
Posts: 14178
Location: Kibbutznik, Israel
|
Posted: Thu, 13th Sep 2012 22:20 Post subject: |
|
 |
is there Guild for the Hump?
"Fuck Denuvo"
Your personal opinions != the rest of the forum
|
|
Back to top |
|
 |
Sin317
Banned
Posts: 24322
Location: Geneva
|
Posted: Thu, 13th Sep 2012 22:50 Post subject: |
|
 |
JackQ wrote: | is there Guild for the Hump? |
yes
|
|
Back to top |
|
 |
|
Posted: Fri, 14th Sep 2012 14:03 Post subject: |
|
 |
Anyone know where I can get this game a bit cheaper? 
|
|
Back to top |
|
 |
|
|
Back to top |
|
 |
Sin317
Banned
Posts: 24322
Location: Geneva
|
Posted: Fri, 14th Sep 2012 15:46 Post subject: |
|
 |
yeah, they're really showing everyone else, how it should be done. Like the game or not (to each its own i guess hehe), but the business model used here, is examplary and should be the new model for ALL mmo's.
NO MONTHLY FEES.
Buy game for retail price (covers development and costs)
Ingame shop with vanity items
Like i said, they did so much roght in this game, its still amazing me.
Oh and i hit 80 and still going strong hehe.
|
|
Back to top |
|
 |
|
Posted: Mon, 17th Sep 2012 20:49 Post subject: |
|
 |
Any safe site from which I can get an European key for less than 45€? There is a 25% sale going on at the moment on green gaming man but I cannot understand if the game is still in stock or not.
|
|
Back to top |
|
 |
Sin317
Banned
Posts: 24322
Location: Geneva
|
Posted: Tue, 18th Sep 2012 09:51 Post subject: |
|
 |
Quote: | Exploits
For those less familiar with this topic, exploits are errors in the game or third party programs that create opportunities for players to move outside the conventional means of gaining value (gold, experience, skills, etc.). The Guild Wars 2 economy (and virtually every other economy in the same vein) is not designed to have any loop that involves creating value for no cost.
For example, a player discovers a recipe that allows them to craft items from vendor goods for only 50 copper and then sell back the crafted item for 100 copper. The player now has an infinite loop of value gain. If this were working as intended the game’s currency would hyper-inflate very, very quickly as all players swarmed to this recipe to generate gold.
Exploits are a really interesting topic because they are, in the end, dangerous and self-defeating. The game has gotten to a point in size where there is no such thing as a single player discovering an exploit. Exploits come in waves of mass participation and in the end, if they aren’t dealt with, the economy becomes hyper-inflated. After mass exploitation, your wealth is only relative to how good you were at exploiting, rather than your success in the game. This damages the integrity of the game and makes it unfriendly to new and honest players. There have been cases where exploits have severely damaged and arguably killed a game.
Exploits are mostly generated by a mistake on our end and are really hard on players. When an exploit is discovered, players are tempted to participate by the draw of becoming wealthy and out of fear of being left behind the massively wealthy players who do participate. We take a harsh stance on exploiters because this decision should be easy: find an exploit, report the exploit and move on. It isn’t worth the risk to the player or the game.
To give some perspective on our actions against exploiters, let’s discuss the karma vendor exploit, where an item was priced at 21 karma instead of 35,000 karma. In this case, we made a mistake and many players got some awesome weapons for very cheap. Does a single player buying a weapon, to use, damage the game or really hurt the players? Not terribly, but getting cheap weapons for your characters wasn’t the problem. The problem was the 1.46 million weapons purchased by 4,862 players, which averages over 300 weapons per player. There is a fundamental difference here between players who got a cheap weapon and players who found a bug in the game and took advantage of it. The latter attempted to create wealth for themselves at the expense of the other millions of players that are injured by exploiting behavior. |
https://www.guildwars2.com/en/news/john-smith-on-the-state-of-the-guild-wars-2-economy/?utm_source=client
in case someone is still defending exploiters or the ones who got banned for it 
|
|
Back to top |
|
 |
Nui
VIP Member
Posts: 5720
Location: in a place with fluffy towels
|
|
Back to top |
|
 |
|
|
Back to top |
|
 |
Nui
VIP Member
Posts: 5720
Location: in a place with fluffy towels
|
|
Back to top |
|
 |
|
|
Back to top |
|
 |
DXWarlock
VIP Member
Posts: 11422
Location: Florida, USA
|
Posted: Tue, 18th Sep 2012 18:34 Post subject: |
|
 |
Im really trying to enjoy it, but cant get into it.
The way every class is a "healing/aoe/range/CC" variant turns me off I think. I've tried all the classes and none are a "I like this way this one plays" as they all seem the "jack of all trades master of none" generic feel.
Sure each has it 'tweaks' to make it so its slightly different than the others. But they all feel the same just different animations and actions to get the same end result.
And sure you can outfit each class to be 'mainly' AOE or 'mainly' Single target doesnt feel right in here..as its not your changing the character playstyle itself..your just switching up the small bit thats 'changable' to something else.
Like its not "I made this AOE mage by setting him up uniquely on how I like to play, so that he does good burst AOE damage" its "I have a mage that happens to be slighter better at AOE than the standard one"
The way buffs/debuff (conditions/boons or whatever they call them) are so SHORT term is annoying to me. It makes combat a icon staring twitch reaction fest it feels like.
Its not a bad game. But I miss an MMO where I had free reign of how I want to do my character. like back in AO, or AC, where if I wanted 4000 points in run speed while loosing out elsewhere for the hell of it I could. Or If i wanted to go for the AOE damage while loosing solo viability I could.
I joined up with a few friend thinking "Oh great! i can go my normal support role, and back up my teammates" nope..EVERYONE is a support...and an AOE..and a Ranged fighter...and a Crowd Controller.. the individuality of 'customizing a class made for a role to play how you like to play that role" isn't there for me.
I guess it comes down to there is no "give and take" or "plus and minuses" really on what you choose. As in "I put points into run speed, but now have less endurance and hitpoints for it".
Its "you get a 90% basically setup character..how to do you want to add bonuses to him for the other 10%"
-We don't control what happens to us in life, but we control how we respond to what happens in life.
-Hard times create strong men, strong men create good times, good times create weak men, and weak men create hard times. -G. Michael Hopf
Disclaimer: Post made by me are of my own creation. A delusional mind relayed in text form.
|
|
Back to top |
|
 |
Page 82 of 105 |
All times are GMT + 1 Hour |
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum
|
Powered by phpBB 2.0.8 © 2001, 2002 phpBB Group
|
|
 |
|