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Oops. I confused hearts and events. Sorry. Perhaps that is what Sorudo is doing as well.
I believe the enemies regenerate, and there is usually more than one way to fill up a heart progress bar, but I believe the discussion is about grouping benefits, so not really relevant to your point.
True. IMO GW1 got it exactly right because:
1. Except for killed enemies, I think, you are rewarded for what the team does, not what you do.
2. It is (usually) detrimental for the progress of the team to AFK.
These two are very hard to combine, but it was possible in GW1 because of the instancing. In a persistent world, it's much harder. GW2 isn't perfect but I guess it is the best possible balance of these.
Nope, he was talking about hearts, he said they were "the next best thing to a DE", indicating that he knows the difference.
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== Alaris & clone ==
Proud Officer of The Order Of Dii [Dii] - join us
You can tell the quality of life of people by what they complain about
I thought this was a pretty good article. It follows pretty much what I tend to bring up a lot regarding game design as well: It all starts with making a game that is fun. It shouldn't start with a target audience, demographics and marketing. It should be fun, first and fore most.
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I prefer a game with both, but if I had to choose, I would certainly pick a fully instanced world over a fully persistent world.
Instances do allow for much better fine-tuning of the game experience. I like the chaos of persistent areas, but it's a guilty pleasure rather than a true gaming experience.
== Alaris & clone ==
Proud Officer of The Order Of Dii [Dii] - join us
You can tell the quality of life of people by what they complain about
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GW2 is fun in many ways, but I'm kind of tired of it now and am wondering when GW3 will be released?
Veritas Invictus ~ The TRUE Guild