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  1. #41
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    Quote Originally Posted by CHIPS View Post
    What I found lacking is not the sense of direction in the story. The story on GW2 is actually better than GW1. The problem is that all these quests are soloed. Isn't the point of removing monks from the game to encourage partying? If so why doesn't story quests involve more people?
    Who is stopping you from inviting others? In GW1, very quickly, I preferred to take henchies with me (even before heroes) before strangers. First I tried to get friends, and if there were none online or able to help, I'd take henchies. Strangers I stopped partying with within 3 months of getting the game (September 2005).

    Another thing is the lack of polish and details in some of those quests. For example GW1 Thunderhead Keep. It took many failures for many of us to finally get the quest and complete it. There are actually some thinking and planning involved, like keeping the king alive while holding the gates. Another example was Elona Reach. I lost count how many times I failed that quest during my noob days. But that was part of the challenge.
    Challenge for you, annoyance for me. I hate those missions in Factions and Nightfall. At least in Prophecies they can be skipped. You'd have to redo them due to stupid NPC's, bugs in the map, or simply a tiny mistake which caused a whipe. At least in EotN they added to shrines and non-required NPC's so you didn't have to restart all over again if something went wrong.

    As for map travelling, I had been saying it should be free since forever. After that I suggested a cheap flat rate based on level, instead of base on location. My necro runs around with swiftness on all the time, so I just run her from place to place to save money. But honestly 4 silver coins to travel from one place to another is very expensive.
    Quote Originally Posted by Xycury View Post

    GW1 was released in 4/05, and Factions a year later. With Factions came Alliances, because Alliances towards Luxon and Kurzick.

    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.

    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).

    Guild halls were used for training? I think only when two Guilds offered to fight right? because I couldn't do anything but change skills. Storage for guild are right next to every Bank, in every major town, and maybe some explorables? No need to go back home. Same with merchants and banks, there other other features available that replace them. In an open world, nothing is preventing you from meeting up somewhere. Travel everywhere, even meet up with random guildies. There isn't a place you couldn't make "home". And you can hang out at every place you want to, just pick it.... you're only restricted on how far a character has gone.
    If ANet dropped the ball somewhere, it's with the community tools. Yes, GW2 is a new game, but it isn't a NEW game. It is not a rebuilt of GW1, but it takes place in the same universe, with a lot of core concepts from GW1, which may have been changed, but are still there. You still have a game that has "level-less" PvP, where you can't get stronger than a max (or couldn't, I still have to see about that gear progression we have now...), you still can play without a party (I'll not say solo because there will be people who say: you can't play solo because there are always others around, but you can still completely ignore others around you and see them as NPC's who help you killing stuff) while parties are still required for some of the content.

    So, naturally, a lot of people from GW1, including whole communities moved to GW2. Only to find a game that didn't support their communities. You can't have alliances, you can't play with everybody.
    Now, alliances may be the wrong word here, but just see them as an extended guild structure. Actually, what GW2 has is almost complete. The solution is (functionally, not talking about technically) simple: add the ability to make a chat for each of the guilds you're member of. I am member of GWO. But I'm also a member of GWOA. This guild is a guild which consists of all members from the GWOnline Alliance. Had we had the option to create a chat channel for that guild (/g goes to your "home" guild, /g1 goes to the first guild, etc), we'd have the most important part of what made alliances fun to use in GW1. The ability to communicate and facilitate playing together.

    Which comes to the second part ANet really screwed up: lack of ability to play together. I cannot meet up with random guildies. I cannot meet up with my friends. Why not? Because I'm on Aurora Glade and they're on different servers. That and nothing else. At least GW1 has had an international district where people from all over could meet, even before the opening up of the districts. Ok, you couldn't do FoW or UW together, but you could do every single thing else. In GW2, I cannot even do dungeons with my friends because they happen to live across that big pond.

    Quote Originally Posted by Giggles View Post
    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.
    Yes, we need epic DE's. I agree, they're all local now. But there's nothing that ties the maps together and can make it one big world. We need coordination between the baddies. We already know that the bandits and centaurs are working together (there are several DE's that confirm this, both in Queensdale and in Kessex). Let them really work together! Start a DE in Queensdale where the centaurs and bandits decide to tackle Divinity Reach once and for all. This DE will then continue in Kessex, gaining force, while a group in Gendarran Fields will also start to pick up and join with the ones from Kessex. And you'll end up with a major battle in the Ascalon Settlement or Nebo or even in front of Divinity, depending on what quests failed. And one person can't control them all as they will happen on all three maps around the same time.
    Those are the things I miss and those are the things that will really make the world look alive.
    Lady Rhonwyn (sister of Danea, Katlinel, Gwendydd, and the rest)
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  2. #42
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    More on tactics. I think when a player gets hit from the back, he should take 133% of the normal damage. And when he gets hit from the side, he should take 115% of the normal damage. That way, there will be a clear advantage in flanking the enemy.

    The reason why medieval soldiers form lines, instead of just a large ball, is to prevent the enemies flanking. Taking arrows and spears in the back wasn't fun.

    GW2 is a position focused game right? This could work.

  3. #43
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    Quote Originally Posted by shawn View Post
    That'll work if you want people to just kite around each other in circles instead of fighting.

    As a thief, no thanks. With only a three second window of opportunity to use backstab, you'd never score a hit with it. ever.
    I was more focused on PvE. It will be fun for the players to try to outflank the mobs, or mobs flanking the players, etc. In history, a lot of famous victory happened by outflanking the enemy.

    I hasn't PvPed at all yet, so I couldn't comment. But I imagine playing with angles to get a better shooting lane would be interesting. For example, have your tanks draw the attention of the enemy, while your thieves go hit the enemy from the back to maximize the damage.

  4. #44
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    I'm not surprised to see this opinion from someone who has been posting that GW2 is inferior to the original constantly, but I am surprised you bought it and are playing given the previous posts.
    Quote Originally Posted by Alaris View Post
    *clap*

    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.
    Some of the story chapters have been bugged such that completing them is only possible solo. I have encountered at least 5 or so since launch. So if a person found them too challenging or wanted to play with someone else in this multiplayer game, they were forbidden from doing so in those instances. Some of them have since been fixed.

    Quote Originally Posted by Lady Rhonwyn View Post
    I must say, I am disappointed ANet didn't really make use of their "new" z-axis.

    -snip-

    The same with a warrior. Same situation. That warrior will
    a) jump in the middle of them and start slashing with his sword
    b) climb that rock and jump down on the group and then will start slashing with his sword

    The second one is possible, but doesn't have a tactical advantage: your foe won't get damaged.
    http://wiki.guildwars2.com/wiki/Death_From_Above

    I think you could probably deal more damage in less time just whacking the group(option 1) instead of climbing up a rock and jumping on their heads, but the option is there. And you might want the radial knockback for whatever reason.
    Last edited by MisterB; 23-11-2012 at 21:05.

  5. #45
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    I think the only thing that bugs me about the game is how it's gone to servers, rather then pretty much server-less like the first one. It was so easy to meet up with your friends, no matter where they were in the world. Right now, it kinda sucks with the once a week transfers and still no guesting.

  6. #46
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    Quote Originally Posted by CHIPS View Post
    http://wiki.guildwars2.com/wiki/Death_From_Above

    I think you could probably deal more damage in less time just whacking the group(option 1) instead of climbing up a rock and jumping on their heads, but the option is there. And you might want the radial knockback for whatever reason.
    Any profession should have that, and it shouldn't be traited...
    Lady Rhonwyn (sister of Danea, Katlinel, Gwendydd, and the rest)
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  7. #47
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    Quote Originally Posted by Lady Rhonwyn View Post
    Any profession should have that, and it shouldn't be traited...
    Actually I don't think a Asura should have that. They are not heavy enough to deal any damage. :P

    Btw I didn't say that it was Giggles.

  8. #48
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    Quote Originally Posted by CHIPS View Post
    Actually I don't think a Asura should have that. They are not heavy enough to deal any damage. :P
    Did you ever look at those Asurans? They have teeth and check those feet... Damage doesn't have to come from weight. I'd imagine if you Norn jumped on you, you'd get squished. If a Charr or Asuran fell on you, you'd start bleeding from the scratches and a Sylvari and Human would carry a small stiletto. Something like that...
    Lady Rhonwyn (sister of Danea, Katlinel, Gwendydd, and the rest)
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    "Kind of a big mouth", "People Know Me, whether they like it or not", "I'm very vocal", "I wrote many leather bound books", "My Guild Hall is the forum", "Goddess posting amongst mere mortals" (courtesy of Cardinal Cyn)

  9. #49
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    Quote Originally Posted by Lady Rhonwyn View Post
    Did you ever look at those Asurans? They have teeth and check those feet... Damage doesn't have to come from weight. I'd imagine if you Norn jumped on you, you'd get squished. If a Charr or Asuran fell on you, you'd start bleeding from the scratches and a Sylvari and Human would carry a small stiletto. Something like that...
    sylvari probably don't need any stiletto, they just cut with thorns.
    it's alive but cannot be living, it's dead but lives a mortal life.

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  10. #50
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    Quote Originally Posted by Lady Rhonwyn View Post
    Did you ever look at those Asurans? They have teeth and check those feet... Damage doesn't have to come from weight. I'd imagine if you Norn jumped on you, you'd get squished. If a Charr or Asuran fell on you, you'd start bleeding from the scratches and a Sylvari and Human would carry a small stiletto. Something like that...
    Yeah, I'm pretty sure that both my Combatgoat and Bunnytrooper (asura characters) could inflict some rather nasty gashes with their toe-claws (and/or with those nasty teeth...)

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