Penalizing people for dying by preventing progress... damned if you don't, damned if you do.
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21-11-2012, 22:12 #31
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21-11-2012, 22:58 #32
All in all, as long as you get to the required level before attempting a storyline quest, there is almost no way you can fail them.
As for dying over and over again, I will just talk about Elona Reach. When I finally completed it, after many many failures, it was one of the greatest feeling ever. It was my first time bringing my Chipsy though GW1. Good times. That said I might not be the average crowd. Not many people had to determination to finish Winds of Change in hard mode like I did. My personal deaths would shed enough blood to float a log. :P
As for failing the missions, I think it is difficult to appease all the crowd. Some players really love challenge. Some players will rage quit on the slightest failure. So as a game designer who want to cater to as many people as possible, it is a huge challenge.
Last edited by CHIPS; 21-11-2012 at 23:11.
21-11-2012, 23:14 #33
I'd love to learn more.
Just for example if you pull part the Ele weapons, you would totally break what that character is, and also what the Engineer is. It's a design of the game on what skills you want. if you want to hold a bow, are you able to do a whirling axe attach as a char? or are you thinking that the warrior should have all the skills of bows as Rangers and thieves too? Like shadow stepping attacks?
In GW2, there isn't a setting for that, so having alliances technically don't fit. There isn't a mechanic to fit that tool of having Alliances.
I think if they open up Cantha in an expansion, because you know they would, they would probably bring something to this effect also.
Please tell me how they would fit besides what Alaris stated? I think the only thing that goes against it is that one person can only join 5 guilds, and there is a limit on player members per guild, which is driven by gold for player expansion. (Complete Gold sink here).
(They did hint that personal place might be built in the game, so you have a Home to go back to.)
Every class plays differently because of this change.
Honestly would be bored to ends if GW2 required me to read a book for everything. I was thinking games like Skyrim or Morrowind have this much in books and you can read alot but is it required? maybe, maybe not.
This game bases what you know in GW1, are they suppose to repeat it ? Lore is happening as you live it. History is being made by Halloween, and telling of the Mad king's tale... that was full of lore. The one time event and the Kraka introduce a major part of what will be the future and the Consortium.
Lore is out there, if you're not reading it or can't see it, it can't be helped.
They matched weapon to skills and balanced them. I don't see how auto-attacking could match up with skills you want then. How would you want to do melee attacks while you use a bow? Try a hammer knockdown? not going to work with a bow.
I'm just saying there are alot of people that want to make this game into something else. And that's the crazy part. GW2 will be GW2, not WoW, not GW1.
21-11-2012, 23:26 #34
Same effect to Total Annihilation and Supreme Commander, they may not share a name but everything about them is the same.
I think most RPGs aren't a choose-your-own adventure book. Final fantasies usually are one set story, most other RPGs require you to replay from the begining to live another story line. I think this is "normal".... you can always run a new alt if you want a different story. There's been a thread here that has beaten that to death.
I think what would be nice, and what Chips and Alaris are talking about is the "What If" or Fail types... similar to DE's. I haven't been far into my stories but I think if you fail something that should give you a twist... that by replaying it you can get a better part or failing will give you what happened and you have to try harder or different to get back to the story you're following.
This could be improved and would have enjoyed it better.
21-11-2012, 23:56 #35
GW1 gave us the flexibility to play the game however we want, that's why GW1 has some superiority over GW2.
may it be story, traveling or playing fur fun, it's allot more flexible them you think.
22-11-2012, 00:12 #36
- GuildWars Online [GWO] ||| The Order of Dii [Dii] |||
Guys, guys, GUYS!!!
We're missing the most important factor of all.
Age bought GW2.
We should be thanking him for supporting the series once again. I call for a "clap post train"!
22-11-2012, 00:38 #37
Nice one Nem
The only thing that I find I'm really missing from GW1 that isn't in GW2 is structure. I like the free form nature of GW2 but I think in some ways they went too far. What I mean is that combat becomes largely a big mess once you get past a few people in a team. In small groups it can be pretty cool. Once it gets past a certain size it kinds turns ****ty imo. The enemies you fight also have no structure to them really. Where's the frontline, backline tactics? Why don't they do simple flanking maneauvers when the people in the event get to a certain size, or mix up things when the group gets big instead of just increasing the bad guy numbers? A lot of the boss fights I've done end up with you just spamming skills and dodging red circles.
Most quests are too focused in one area. I'd love to see things move around more and I'm not talking about escort quests. It makes the quests feel static and not very dynamic (sorry for the pun) to me when most of them all happen in the same place. Where's the journey and adventure? Even the personal story quests take place in small areas. In GW1, most of them took place over large areas with quests where you you had to trampling across maps to complete them. The quests feel very small in GW2 in this sense.
The game has a hell of a lot going for it imo but, it needs time to settle in and get tweaked big time. I don't know what the weekend content was like, I didn't have time to see it, so I don't know if they're making some positive steps or not.
22-11-2012, 01:35 #38
22-11-2012, 03:54 #39
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Also, story missions can totally be played with other people. In fact, I played with some PUG once cuz I saw him go there and asked if he wanted to team up and we did.
You can team up to 5 if you can find the people who want to join.
22-11-2012, 07:11 #40
Anet should also look into decisive battles. Put the players in the losing side and see how their fair. For example Battle of Austerlitz, where Napoleon tricked and separated the Austrian-Russian army, before taking the middle heights, attacking their flanks and crushed everyone.
Another good example would be Battle of Cannae. Hannibal made the overconfident Romans trap themselves.
Last edited by CHIPS; 22-11-2012 at 11:38.