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Other => Off Topic => Topic started by: Wingflier on September 11, 2012, 12:44:34 am

Title: Guild Wars 2
Post by: Wingflier on September 11, 2012, 12:44:34 am
No Guild Wars 2 thread?

I'm surprised.  It's probably the biggest MMO release since...well World of Warcraft.  Then again, I can understand why people don't really like MMOs (they all tend to be very similar and grindy), but so far I've really enjoyed this one.

They've done a lot of things different, and though all the core elements are the same, it's a very relaxing and fun experience.  The production values are fantastic, so it feels really good and the combat system is probably the best you'll find of any MMO out there currently (for example being able to move and shoot, dodge attacks, and cast spells); it's also really neat how each weapon changes what "skills" are in your bar.  So each weapon has its own strengths and weaknesses, and is really defined from the others by more than just appearance. 

The character creation process is also the best I've seen by far, with lots of different ways to customize your character and your experience.  For example, where in most MMOs the class is the most important decision, the race you play in this one also makes a huge difference on what skills you receive later in the game, so it's a big choice.

One other major difference between other MMOs is that you have the ability to basically teleport anywhere on the map that you've traveled instantly.  Where most MMOs (that I've played at least) either make you walk or take a stupid Griffon, the ability to skip that bullshit is huge improvement to me.

I've only played it for a couple hours, but from what I've played it's been a very relaxing and enjoyable experience.  I was wondering if anybody has played or been interested in this.
Title: Re: Guild Wars 2
Post by: Mánagarmr on September 11, 2012, 01:04:03 am
I think the overall interest with MMOs is kinda dropping these days. People are simply tired of them. *blatant generalization based on my own feelings*
Title: Re: Guild Wars 2
Post by: Wingflier on September 11, 2012, 01:14:10 am
Completely understandable, I know exactly how you feel.  I haven't liked an MMO since...ever.
Title: Re: Guild Wars 2
Post by: LaughingThesaurus on September 11, 2012, 01:37:47 am
I haven't been interested in MMOs for a long time, and Guild Wars 2 has caught my eye. There's no way I'd be able to play it without a hardware update, but I really do want to pick it up, if there's nothing else to throw my money at.
Title: Re: Guild Wars 2
Post by: Mánagarmr on September 11, 2012, 04:30:45 am
From what I've seen of GW2, I actually like it. But it suffers pretty much from the same issues as EVE Online. Fantastic PvP and shazbot PvE. There doesn't seem to be any MMOs that can levelling and PvEing right. It's all just a boring grind from A to B. There doesn't seem to be much beyond the Kill, Fetch, Escort, Defend quest types. GW2 has done a bit to alleviate it with their event-driven quest system, but it's still very repetitive.
Title: Re: Guild Wars 2
Post by: Mánagarmr on September 11, 2012, 04:31:40 am
There's also that whole question of "Time". I work full time and live alone. There is simply not enough time for me to sink hours into an MMO anymore. When I was younger and unemployed, I could "afford" to sink 5 hours a day into WoW, but these days? Nah.
Title: Re: Guild Wars 2
Post by: zespri on September 11, 2012, 05:13:40 am
There's also that whole question of "Time". I work full time and live alone. There is simply not enough time for me to sink hours into an MMO anymore. When I was younger and unemployed, I could "afford" to sink 5 hours a day into WoW, but these days? Nah.
You live alone? You have *plenty* of time. Try it while being a single father of 5 or something  :) :P
Title: Re: Guild Wars 2
Post by: zespri on September 11, 2012, 05:15:41 am
I did my 2 years of World of Warcraft fair and square, and never played an MMO ever since. So yeah, it must be not that exciting these days.
Title: Re: Guild Wars 2
Post by: Mánagarmr on September 11, 2012, 05:25:02 am
You live alone? You have *plenty* of time. Try it while being a single father of 5 or something  :) :P
Well yeah, that's of course worse. But living alone also means that there's no one else doing laundry, dishes, taxes, bills, cleaning and stuff. So a lot of time goes to house work. ;)
Title: Re: Guild Wars 2
Post by: Kahuna on September 11, 2012, 07:56:03 am
Guild Wars 2 Angry Review
http://www.youtube.com/watch?v=Ax-_06Acj8Y
Title: Re: Guild Wars 2
Post by: Mánagarmr on September 11, 2012, 08:01:40 am
Yeah, I felt that review was quite biased. I usually like his review, but that one was far too extreme to feel honest. He completely ignored GW2's drawbacks and only pushed on its strong sides which kind of makes it non objective.

For a more level-headed review, check out either OMFGCata or TotalHalibut. Both praise the game as something new and fresh, but still not enough to be revolutionary, and both touch on it's not-so strong sides in their reviews. Mainly being poor optimization, in game store issues and 3rd person jumping puzzles being non-ideal.
Title: Re: Guild Wars 2
Post by: Kahuna on September 11, 2012, 08:05:56 am
There's also that whole question of "Time". I work full time and live alone. There is simply not enough time for me to sink hours into an MMO anymore. When I was younger and unemployed, I could "afford" to sink 5 hours a day into WoW, but these days? Nah.
That's what the weekends are for.
Title: Re: Guild Wars 2
Post by: Mánagarmr on September 11, 2012, 08:58:32 am
That's what the weekends are for.
Criminals do not have weekends. Therefor neither does the Police. I work mornings, evenings, nights and weekends. All varying on a week-to-week basis.
Title: Re: Guild Wars 2
Post by: Kahuna on September 11, 2012, 09:14:26 am
That's what the weekends are for.
Criminals do not have weekends. Therefor neither does the Police. I work mornings, evenings, nights and weekends. All varying on a week-to-week basis.
Oh but then you can play with a taser! That should be fun too!
Title: Re: Guild Wars 2
Post by: Wingflier on September 11, 2012, 09:22:01 am
Guild Wars 2 Angry Review
http://www.youtube.com/watch?v=Ax-_06Acj8Y
WOW that review was glowing.  He could not find enough good things to say about the game.
Title: Re: Guild Wars 2
Post by: LaughingThesaurus on September 11, 2012, 10:38:33 am
I actually really like TB's perspective on the whole game, here. Guild Wars 2 has the questing elements that I'm doubting can really be worked around. He splits the types of MMO questing into 5 categories, and that's that. Any kind of quest in any MMO can be boiled down to those 5 quests. I don't remember the categories, but I was really hard-pressed to find something that doesn't fit in any of them.

The dynamic system, the combat, and everything else in the game, it's all meant to cast a shadow over the idea that a game is repetitious. In fact, any game that you ever look at is going to be repetitious if you break it down to its base elements. One big thing to look at, is how well hidden the repetition is in practice. Call of Duty, to use an overused example, is actually just a game about shooting people, so why is it so popular? It's enticing because of how quick the enemies die (you're never shooting someone for long) and because you progress and level up and get shiny new gun sights. That may be an oversimplification, but those factors are there.
In an RTS, are you not just trying to best your opponent? However, the ways which the game presents to best your opponent, and the unique situations that can occur, those hide the fact that all you're trying to do amounts to 'kill another player'.
...buuuut... in MMO questing, you can't exactly give people tech trees and galaxy-wide battlefields on any practical level.
Title: Re: Guild Wars 2
Post by: zespri on September 11, 2012, 11:05:40 am
Who is TB?
Title: Re: Guild Wars 2
Post by: LaughingThesaurus on September 11, 2012, 11:09:49 am
TotalBiscuit. On youtube, his channel is TotalHalibut. He's a cynical, british, variety gaming commentator. His opinions are generally fairly well formed and expressed on his videos, and he knows a whole lot about what goes on in the gaming industry.
Title: Re: Guild Wars 2
Post by: KingIsaacLinksr on September 11, 2012, 11:47:39 am
Guild Wars 2 Angry Review
http://www.youtube.com/watch?v=Ax-_06Acj8Y

Yeah, that review was a bit hard to buy tbh. Guild Wars 2 is not as revolutionary as he seems to make it out to be. Its good, but not that good.
Title: Re: Guild Wars 2
Post by: madcow on September 11, 2012, 12:06:19 pm
Fox's reasons against MMOs are pretty much why I think not necessarily are they dying out, but they'll be shifting from the time-sink RPG MMOs (which from a game mechanics point of view, never struck me as interesting), to new genres. Like planetside, the zombie survival MMOs (DayZ, War Z). Other genres would be cool too.

As it is, most MMOs felt like not so great mechanics designed to sink time, but you can play with a ton of people in a persistent world. I think the next move is other genres (FPS's currently, but maybe more later) in huge persistent worlds but without feeling like a grind/timesink.

This is all said from the POV of somebody that's never really played any MMO.
Title: Re: Guild Wars 2
Post by: keith.lamothe on September 11, 2012, 02:36:56 pm
My wife has GW2 and likes it a lot.  I haven't played it but it looks interesting.  I spent many hours on WoW so it's kind of a formula I already like, but with some substantial improvement.  Mainly what impresses me are two improvements to the "singleplayer" levelling experience:

1) The storyline done for your character (not a new thing, TOR did it too, but nice).

2) The way you can effectively work with (and benefit from working with) other players in the area without invites/groups (this does seem pretty new).  Big chaotic ad hoc battles = good.  Granted, it doesn't always feel like a battle instead of a bunch of guys in a field hacking at stuff (the difference can be subtle), but I'm impressed with what they've done.
Title: Re: Guild Wars 2
Post by: KingIsaacLinksr on September 11, 2012, 03:07:10 pm
My problem with justifying MMOs these days is looking at my Steam game list. And then looking at my wishlist. I barely have enough time to finish the games I want to. To add a MMO onto that list with my crazy schedule just doesn't work for me. And then I have college. That's a giant enough time sink on its own.

Maybe after college I'll give MMOs another look, but I'm happy with what I have now to enjoy the experiences of the games I got.
Title: Re: Guild Wars 2
Post by: LaughingThesaurus on September 11, 2012, 03:11:24 pm
Well, there is a plus, Isaac. You won't be paying 15$ a month for something you won't be able to play due to a crazy schedule.
Title: Re: Guild Wars 2
Post by: Hearteater on September 11, 2012, 03:19:53 pm
Maybe after college I'll give MMOs another look, but I'm happy with what I have now to enjoy the experiences of the games I got.
Aww, he thinks he'll have more time after college.  That's so cute :) .
Title: Re: Guild Wars 2
Post by: keith.lamothe on September 11, 2012, 03:22:37 pm
Maybe after college I'll give MMOs another look, but I'm happy with what I have now to enjoy the experiences of the games I got.
Aww, he thinks he'll have more time after college.  That's so cute :) .
Isn't it?

I think that's the part of my life where I had the most time for games.
Title: Re: Guild Wars 2
Post by: KingIsaacLinksr on September 11, 2012, 03:39:48 pm
Well, there is a plus, Isaac. You won't be paying 15$ a month for something you won't be able to play due to a crazy schedule.

You are correct, that is one appeal to GW2 compared to say, WoW. So I'll grant you that.

Maybe after college I'll give MMOs another look, but I'm happy with what I have now to enjoy the experiences of the games I got.
Aww, he thinks he'll have more time after college.  That's so cute :) .

Let me hold onto my illusions darnit!!! ;)
Title: Re: Guild Wars 2
Post by: Kahuna on September 13, 2012, 10:49:01 am
Good thing Guild Wars 2 was released when it was. I didn't think it would be possible.. but I'm getting a bit bored of AI War. According to Steam I've played it 1143 hours. Some of that is afking ofcourse. But I've played the last ~700 hours of AI War without playing any other game every day when I'm not studying. Imma buy Guild Wars 2 tomorrow.. and maybe FTL: Faster Than Light (Available: 14 September 2012. This game will unlock in approximately 1 day and 3 hours). I'll take a break and play Guild Wars 2 for a while.
Title: Re: Guild Wars 2
Post by: keith.lamothe on September 13, 2012, 11:53:22 am
Good thing Guild Wars 2 was released when it was. I didn't think it would be possible.. but I'm getting a bit bored of AI War. According to Steam I've played it 1143 hours. Some of that is afking ofcourse. But I've played the last ~700 hours of AI War without playing any other game every day when I'm not studying.
Um, yea, I suggest a break :)  Glad you've gotten that much time out of it, but I imagine you'll get more total if you break it up with other interesting games.
Title: Re: Guild Wars 2
Post by: Wingflier on September 15, 2012, 12:55:03 pm
I've now played about 10 hours of Guild Wars 2, so my perception of it has changed quite a bit than it did based on the first hour or two.

First of all, I've played 3 different races now, and I've discovered that the "personal storyline" (or in other words, the quests based on the character traits you chose at the start) are downright terrible.  I'm not sure who wrote the script for these but they're straight out of a cheesy C-Grade movie, with stupidly one-dimensional characters and blatantly obvious "plot twists".  I understand the difficulty of making a huge, multimillion-player experience individualized, but if that was their goal, they failed f*cking miserably.

However, I now understand how they've designed the experience and leveling system, and that is absolutely fantastic.  Basically, they start you out in an area (based on whatever race you pick), and each area has a bunch of different "stations" that you can attend.  Each station has a different scenario or quest that you can complete simply by participating in them.  Some stations are explore stations, and they reward you simply for walking up to them and discovering the area.  Some stations are called "Vistas", and they are somewhat difficult to get to, but they give you a really pretty view of the landscape, which connects you to the game.  The game gives you a lot of experience for visiting each station, even if the point is to just explore the map or to get a beautiful view of the scenery.  Once you have discovered and completed ALL the stations in the area, you are handsomely rewarded with experience, "fame", and items. 

So for the first few hours, all I was concerned about was leveling up as fast as possible (I tend to find the lower levels of any RPG intensely grinding and boring), but the way I was going about it was completely wrong.  You don't level up by doing the same station over and over again; in fact doing that would takes forever.  You level up by exploring and discovering the world; and the more I did that, the more I realized how much I was enjoying the game, and I stopped caring so much about gaining levels.

One thing that they do to make exploring any given area a lot more interesting and meaningful is having "waypoints" all over the zone, allowing you to quickly travel closer to the places you haven't discovered or completed yet.
(http://i.imgur.com/vTHAo.jpg)

Like if you look at this picture (which is just a small portion of a larger area), the grey diamonds with blue in the middle are waypoints, the yellow hearts are interactive quests, the red double-triangles are vistas, and tiny squares are "explorable areas", etc.

So in other words, if you play the game "on a mission" to level as fast as possible (which is the way most MMOs play from my experience), you're going to be pretty disappointed.  Leveling actually takes quite a long time and isn't based on how many things you kill, but how much of the map you explore.  You can also level from much more obscure thing like learning and using skills (such as crafting and cooking etc.), and gain a ton of experience that way.  The game really discourages you from just rushing through it as fast as possible, which I've discovered I really like.  I can forgive the AWFULNESS of the personal story lines simply because you can completely ignore them and just explore the world instead.

One more thing I really like about the game is that each class seems extremely different and unique, which is (from my experience), somewhat rare for an MMO.  Before, most classes could be broken down into 1 of 3 categories:  Tank, Healer, or DPS, and they accomplish their role in similar, but maybe slightly different ways.   In Guild Wars 2, those 3 roles have been somewhat blurred together, as every class is expected to do damage, and "tank" to some degree.  No person can just sit in the front lines and get hit forever.  In fact a few good hits to the face will kill you (or at least put you in a downed state).  Instead, every player is expected to be very active in the battle, constantly dodging, blocking, and parrying, while assisting their downed allies and always being mindful of their positioning.  In this way it really flips a middle finger to the classical MMO formula of everybody having a specific and boring role that you can't really deviate from.

You can learn more about it by reading this article or watching this video:
http://gw2101.gtm.guildwars2.com/en/the-game/combat/healing-death/
http://www.youtube.com/watch?v=E3y62pCQs-Y

I have more to say about each individual class, but I've got to go for now, so I'll finish the post later.
Title: Re: Guild Wars 2
Post by: BobTheJanitor on September 17, 2012, 01:16:51 pm
This is where I've been for the past several weeks. In case anyone was wondering why I completely dropped off the forums. Obviously, I'm enjoying it. I think a person will have a more instant positive reaction to it if they're a disgruntled refugee from WoW, like I am. It basically takes every little annoying thing about the MMO standard and throws it out the window. That said, even a new player should warm to it pretty quickly. There are so many things to list that I won't even try now (just on a break at work at the moment), but it is pretty fantastic. The overall good thing is that there is no grind at all. As long as you enjoy using fun abilities to kill monsters and exploring a great big world with lots of little hidden interesting things, it is a great game. And it can be quite casual, as well. Only logging on for 30 minutes, you can still do some fun things and feel productive. Or you can dump all your free time into it (guilty) and already have a max level character and a ton of alts. No sub fee means if/when I get tired of it I can just go do something else and not feel like I'm missing anything. It's basically just great.
Title: Re: Guild Wars 2
Post by: keith.lamothe on September 17, 2012, 01:19:06 pm
This is where I've been for the past several weeks. In case anyone was wondering why I completely dropped off the forums.
I thought maybe you'd found that a gelatinous cube requires more than a mop to clean up ;)

Glad you're enjoying GW2!  It does seem pretty successful at delivering a good experience.  And yea, no-sub-fee is a good thing.
Title: Re: Guild Wars 2
Post by: Wingflier on September 17, 2012, 01:47:35 pm
Gotta say I disagree with Bob that there's no grind whatsoever, but then again my "standards" are extremely high when it comes to what I consider grinding.  What I will say (which I touched on in my last post) is that they temper the grind with discovering the world and doing cool new things, so it definitely takes the emphasis away from it; even if you're still doing it.  You may not FEEL like you're doing it, and that's what matters.

Took some screenshots in game:
(http://i.imgur.com/LprSc.jpg)
---
(http://i.imgur.com/YOCXC.jpg)
---
(http://i.imgur.com/9xcdw.jpg)
---

These are all taken in the human starting city, Divinity's Reach.  I believe the woman in the third picture is the Goddess Melandru.
Title: Re: Guild Wars 2
Post by: BobTheJanitor on September 17, 2012, 02:00:53 pm
How do you define 'grind'? Before I attempt a rebuttal.  ;)
Title: Re: Guild Wars 2
Post by: Wingflier on September 17, 2012, 03:25:38 pm
I would define "grind" in a RPG the same way I would define "filler" in an anime or TV show.  In other words, content put there simply to make the experience (or series) last longer than it would otherwise, but which doesn't realistically progress the plot nor need to exist.

GW2 makes this super easy to define because of the personal storyline.  You know that your ultimate objective, regardless of what you choose, is to kill this huge ass dragon that's threatening the entire world.  Everything aside from that is tertiary, though maybe necessary in developing your skills as a fighter and/or person to be able to take on such a tremendous task. 

If you simply follow the personal story quests, there is no way you can possibly keep up with the level requirements because you aren't awarded that much for doing parts of your own story.  In-between elements of your personal story, you're expected to go out into the wild, discover new things, and help people at random.  This is mildly related to your personal story, but is not necessary for your personal story to exist; and sometimes blatantly contradicts it.

For example, in my own personal story I found out that a very high-ranking officer was a traitor who betrayed his own legion, and my next task was to report this IMMEDIATELY to my supervisor.  Well the level requirement of that quest was so high that I probably spent 3 or 4 days doing other things (including playing on other characters because I still wasn't sure I wanted to be that class [the story for her is absolutely boring and terrible]), but when I finally got around to the right level, I continued the story.

This is very inconsistent and makes no sense lore-wise.  Why would I wait days to tell my superior officer about this crucial piece of information while I frolicked around the countryside helping poor farmers and laypeople?  That's filler content, no doubt about it.  Yet I couldn't continue the quest immediately either because I wasn't high enough level.

Grinding is part of the accepted norms of the MMO experience.  People WANT to level their character, because it gives them (the player) a feeling of personal progression, even though you haven't really improved at all as a person.  I could write my Psychological Dissertation on a subject like this, but there's many other more interesting psychological phenomena which I find much more important and pertinent to society unfortunately (such as religion).

Because I consider myself an intellectually and emotionally mature person, I receive little "pleasure" out of leveling.  I do not feel like I've grown as a person in any meaningful way; if anything it reinforces the notion in my mind that I'm wasting my freaking time.  However, I continue to play because I'm mildly interested in the overall story, the lore of the game, and the eventual challenges that await me at higher levels (I've heard the dungeons in GW2 are extremely difficult, which I'm anticipating with much excitement).

If it were up to me, I'd start out at the highest level and just do the story content, but I realize I'm part of the vast minority in this respect, and not the target person for an MMO.  The grind is a necessary aspect to make people feel as though they are improving in a meaningful way; if there were no filler content, it would be hard to have an extensive and relevant leveling system, so this is the nature of the beast.
Title: Re: Guild Wars 2
Post by: keith.lamothe on September 17, 2012, 03:32:42 pm
If the personal story thing were entirely removed, would the other stuff you did between those two story missions still be filler?
Title: Re: Guild Wars 2
Post by: Wingflier on September 17, 2012, 03:51:37 pm
Well I like to think that I would explore the world and help people of my own volition, but it's very different when you're being FORCED to do these things in order to progress, especially when you have something more important to attend to.

As I said, starting out at the max level would make the game quite different for me.
Title: Re: Guild Wars 2
Post by: BobTheJanitor on September 17, 2012, 03:56:44 pm
Yeah that's an odd definition. What you call 'grind' I would call 'playing the game'. The exploring and crafting and killing monsters and finding dynamic events and completing renown hearts and so on... that's not filler. That's it, that's the game. The personal story is spaced out to give you a new story mission every level or two, and completing it does usually give you a nice chunk of XP towards the next level. But that's not the whole game, that's just part of the fun. Now you may not enjoy anything else except that, in which case I feel bad for you. But I'm having a blast with each and every part of the game.

Now if you want to talk about a real grind, I can think of a few from my WoW days that would make your eyes bleed. Grinding reputation with certain factions by doing a quest that involved running across the zone, killing 10 things, then running back and turning it in for 250 rep, then getting the quest again and repeating it over and over and over and over and over. THAT was a grind. But I wanted my pretty purple tiger mount. And I can't complain too much about that one, because it was my choice to do it. The real grind in WoW was just doing the same dungeons every week for months and months hoping for some piece of gear to drop for you, so you would have stats high enough to do the next tier of dungeon and start the cycle again. That's the real bad one.

There are a few things in GW2 that might amount to an optional grind though. All cosmetic, mind you. But the top level armor and weapons can take quite a lot of play time to get. However, they are the definition of cosmetic upgrades. Yes your sword may be on fire and leave rainbow trails behind you, but stat-wise it's a carbon copy of this top tier sword I bought off the trading post for 20 silver. That's a grind I have no problem with, because it's purely optional.

Edit: I get what you're saying, when the story has weird breaks in it, it can be jarring. "The monsters are coming, we've got to warn the town! Go, now, there's no time!" (Recommended level, 2 levels above you) But that doesn't make the other stuff between it filler, it just means that games are games and game mechanics never map on to our expectation of reality exactly the way we'd like them to.
Title: Re: Guild Wars 2
Post by: Wingflier on September 17, 2012, 05:59:34 pm
Quote
Now if you want to talk about a real grind, I can think of a few from my WoW days that would make your eyes bleed.
Most likely.  Pretty much every MMO I've ever tried besides GW1 and 2 have elicited such an immediately negative and vile response from me that the acrid smell of hatred emanating from my twitching body was probably almost palpable.

Quote
Edit: I get what you're saying, when the story has weird breaks in it, it can be jarring. "The monsters are coming, we've got to warn the town! Go, now, there's no time!" (Recommended level, 2 levels above you) But that doesn't make the other stuff between it filler, it just means that games are games and game mechanics never map on to our expectation of reality exactly the way we'd like them to.
Actually, I'd make the argument that the current design mechanics of an MMO (including most of the content of GW2) don't reflect reality at all.

You asked before how I would define "grinding", and I'll respond now to that directly:  If there's no chance of me losing or dying, it's grinding.  What on Earth is the point of doing something in which there is no chance of failure?

Even in our real lives, everything which we assign value to has a high or at least lingering chance of failure, and typically a massively negative implication if it does.  When we go to work, if we don't work hard, we risk getting fired.  If in our relationships, we aren't loving, nurturing, and thoughtful, the other person might leave us.  Hell, even during what society perceives as some of the most enjoyable events, such as having sex, there's still a massive pressure to "perform" well, that can sometimes be so intense that it prevents you from even enjoying the sex.  In short, everything worth doing in life has stakes attached to it; if it didn't have stakes attached to it, we wouldn't do it!

Why would you work hard if you're just getting paid as much as everybody else, including the people who aren't working?  Why would you study for a test that you know you're going to get an A on anyway?  Why would you emotionally invest yourself into a relationship that has no chance of failing?  In fact, the things in our lives which have the HIGHEST stakes are the things which are typically the most important to us!

Look at religion, look at how it tries to make the stakes astronomically high just so people will pay attention to it:  Conform to our ideals, spend eternity in paradise.  Reject our ideals, spend eternity being tortured.  The stakes don't get any higher folks!  Yes, it's ridiculous to think that anybody believes this, but it just goes to show that humans are stake-driven creatures (and vampires too, but that's a different type of stake  ;D).  If a video game does not reflect that, then the video game does not reflect reality - PERIOD.  Hence my hatred for the typical MMO formula and my negative theories about it.

One contradiction you may point out about my spiel here is that I've already said I enjoy the story mode, and that watching movies or reading books are an activity that people partake in that have no stakes.  This is true, however recognize that in any good movie, book, or other form of entertainment, you're connecting to the stakes of the characters!  A story wouldn't be any good if there wasn't anything at stake would it?  Of course not.  In fact, what separates a good writer/director from a bad one is convincing you that the stakes are really high, and that you should care about the conclusion.

So, in closing, I'm of the mind that if you're not challenging yourself, or involved in a story about somebody else challenging themselves, you're wasting your time, and you're certainly not participating in anything resembling a reflection of reality.

There are some things in life which we enjoy doing which don't really have stakes, such as going on a nature hike (though this can be somewhat dangerous depending), but usually those aren't the types of things that we work towards and obsess over, those are just a break from the things we really care about.

All of these grindy places between story mode quests, there is absolutely no chance of you losing.  Even if you die you just resurrect at the nearest waypoint and keep doing; that's not fun for me.  It's not realistic and I can't break the 4th barrier to enjoy it as much as I wish I could.
Title: Re: Guild Wars 2
Post by: BobTheJanitor on September 17, 2012, 06:03:33 pm
Well there's an achievement for making it to 80 without dying. You could try for that, I guess. The rest of that contains too many interesting philosophical points for me to attempt to respond to it between calls at work, though...
Title: Re: Guild Wars 2
Post by: Bossman on September 18, 2012, 03:55:58 am
Would you rather play a game where you had to spend hours upon hours of killing mobs just to gain a single level, and dying gives you an XP debt? That is a classic definition of "grinding", and I can name a number of MUDs and MMOs that do that. The thing is, most players in that type of game tend to go after the weakest mob that will still give them XP because, while humans like getting rewarded for what they do, they are also risk-adverse. Why go after a golem at your level that can potentially kill you and set back your progress when the mushrooms four levels lower can be slaughtered by the dozens before you need to stop and refill your HP, and they give XP at a faster rate?

Also, there are other penalties that MMOs use to punish dying. Item durability loss is a gold penalty, weak at early levels, but painful at high levels. Corpse running is a time penalty, time you could have spent towards advancement. Worse, a party wipe in a dungeon means you have to do much of it all over again. EVE Online is one of the biggest punishers: lose your ship, its equipment, its cargo, all the costly implants you stuck in your character's head and have to buy a new clone to avoid skill loss.

There are some things in life which we enjoy doing which don't really have stakes, such as going on a nature hike (though this can be somewhat dangerous depending), but usually those aren't the types of things that we work towards and obsess over, those are just a break from the things we really care about.
Unless you're one of the few who has gone into e-sports, video games fall squarely into this. People don't play them to put food on the table or a roof over their heads. They fulfil the esteem needs of Maslow's hierarchy: you feel great when you beat a hard boss, solve a challenging puzzle or go up a level. But there are other ways of fulfilling those needs. Obsessing over a game can be dangerous, as seen in those gamers who have died by ignoring their physiological needs. Was the potential reward worth dying for? I doubt it.
Title: Re: Guild Wars 2
Post by: Wingflier on September 18, 2012, 10:39:01 am
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Would you rather play a game where you had to spend hours upon hours of killing mobs just to gain a single level, and dying gives you an XP debt? That is a classic definition of "grinding", and I can name a number of MUDs and MMOs that do that. The thing is, most players in that type of game tend to go after the weakest mob that will still give them XP because, while humans like getting rewarded for what they do, they are also risk-adverse. Why go after a golem at your level that can potentially kill you and set back your progress when the mushrooms four levels lower can be slaughtered by the dozens before you need to stop and refill your HP, and they give XP at a faster rate?
False Choice Fallacy -  A type of logical fallacy that involves a situation in which only two alternatives are considered, when in fact there is at least one additional option.

http://en.wikipedia.org/wiki/False_dilemma

I never said that this was a better solution.  The fact that I'm playing Guild Wars at all, when I normally hate MMOs with a fiery passion, means that their system is a bit better than what has come before, but still leaves a lot to be desired.

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Also, there are other penalties that MMOs use to punish dying. Item durability loss is a gold penalty, weak at early levels, but painful at high levels. Corpse running is a time penalty, time you could have spent towards advancement. Worse, a party wipe in a dungeon means you have to do much of it all over again. EVE Online is one of the biggest punishers: lose your ship, its equipment, its cargo, all the costly implants you stuck in your character's head and have to buy a new clone to avoid skill loss.
I think corpse running is definitely a little silly, and really only acts as a time tax for messing up, but for example having to reset the dungeon after so many deaths seems fair to me.  The alternative, which is just being able to respawn over and over until you blunt force the dungeon trivalizes the importance of it.  Whatever happened to the gamers that loved a challenge?  When we were young we played all kinds of games that made you restart a whole level when you lost, and we loved them.  I think games have become much the worse for straying away from that.

Eve Online is actually a very popular and successful MMO BECAUSE of how much it emulates reality.  Literally the entire Universe it is built on is completely run by the players.  Every quest, story, and situation is only based on the Universe of the game, and the players almost completely dictate that.  Even the entire economy of the game is run by players.  This kind of player-driven realism is unheard of in any other MMO, and I think it makes Eve Online a wonderful and unique game to add to the genre.

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Unless you're one of the few who has gone into e-sports, video games fall squarely into this. People don't play them to put food on the table or a roof over their heads. They fulfil the esteem needs of Maslow's hierarchy: you feel great when you beat a hard boss, solve a challenging puzzle or go up a level. But there are other ways of fulfilling those needs. Obsessing over a game can be dangerous, as seen in those gamers who have died by ignoring their physiological needs. Was the potential reward worth dying for? I doubt it.
Once again you're committing a logical fallacy by making a Straw Man Argument.

It is actually taking your position that most people become obsessed with a game and die from it.  Professional gamers who take their job very seriously (hence huge stakes) typically do not commit suicide.  They play and become successful, or quit and find something else to do.  These are driven people with goals, and I don't think you can call using video games as your profession an unhealthy thing to do.

The people who are using video games as an escape from reality are the people you'll find committing suicide; but video games that are used to escape from reality are typically games that don't emulate reality.  There's a reason why the stereotypical World of Warcraft player is an 800 pound virgin with acne and and no social life.  Is he using World of Warcraft as a healthy source of entertainment, or an escape from reality?

It's ironic we're having this discussion in this forum because in AI War, the stakes are extremely high.  Once the player dies (unless you're playing with a friend), it's OVER.  And even if you are playing with a friend, you take a heavy penalty for losing your home base in the cost of AIP.  This is the kind of healthy game which (in my opinion) emulates the stakes of reality, and which challenges the player to push themselves and improve.  There are no levels for your character, there's no exp for your ships (that's changing with Champions but for the last 3 years there hasn't been), there's no hot girls shaking their breasts at you for killing an AI Command Station (hopefully that's in the next expansion); the value you get out of the game comes from your own sense of personal achievement.

As I said before, levels in an RPG create an illusion of achievement.  Deep down inside we all know we haven't achieved anything.  A 3 year old kid could level up in an RPG; I'm not exaggerating.  My cousin was successfully playing Counter-Strike at the age of 2, I watched him do it, and games like Counter-Strike require much more personal skill than an MMORPG.  If a 3 year old can do what you're doing, then you aren't achieving anything, I'm sorry.  It's the illusion of achievement.

Using a game to escape from reality, typically by removing the stakes of the game, is, in my opinion, a very unhealthy thing to do.  At least when you take a nature walk you're intimately connected with the trees, the forest, the lakes, the rivers, and natural places of the world.  The things people do to ESCAPE reality, such as chemically altering their brain by drinking excessive alcohol, partaking in drugs, having promiscuous sex, and playing mindless video games - these are all ways of chemically altering your brain to escape reality.

http://www.cracked.com/article_18461_5-creepy-ways-video-games-are-trying-to-get-you-addicted.html - Here's an article about how MMORPGs put you in a Skinner Box.  They literally use the same formula we use on rats to dictate their behavior.

In my view, an emotionally and intellectually healthy person will not receive enjoyment from these arbitrary cues, and would much rather spend their time playing something which is fun but which actually challenges them as a person at the same time.
Title: Re: Guild Wars 2
Post by: keith.lamothe on September 18, 2012, 10:50:32 am
One thing to bear in mind when pegging the psychological niche of a game, is that "game" has a wider (colloquial, if not denotational) meaning than "challenge". 

Sometimes what I'm looking for is basically an interactive novel.  Granted, that can have its own form of challenge (more in the way of correctly predicting what results a given conversation response will have, etc), but often it's no more challenging than turning a page while reading.  And that's fine, in the same sense that reading a novel is fine.

Of course, if someone goes into a game like that expecting a challenge... well, not gonna be giving it 5 stars, probably.
Title: Re: Guild Wars 2
Post by: Bossman on September 18, 2012, 12:47:36 pm
I never said that this was a better solution.
Nor did I posit it as a solution, mearly an alternative. I didn't say it was the only one, though you think I implied that. It was more to illustrate the point that as stakes rise, people become risk adverse and pick lazier courses of action.

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Professional gamers who take their job very seriously (hence huge stakes) typically do not commit suicide.  They play and become successful, or quit and find something else to do.  These are driven people with goals, and I don't think you can call using video games as your profession an unhealthy thing to do.
That's why I said they are the exception, not the rule. The average gamer isn't earning money by playing video games. So why are they playing? I think it's most likely to have fun. And you don't need high stakes to have fun. Sure, they enhance that feeling of accomplishment, but sometimes you don't want the extra challenge that comes with them. If I come home from work frustrated, I'm not reaching for AI War, I'm going for Minesweeper. Two minutes for an advanced round means I'm sacrificing very little time for a small boost when I've cracked the puzzle.

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As I said before, levels in an RPG create an illusion of achievement.  Deep down inside we all know we haven't achieved anything.
The same could be said for playing any game where you don't get a tangible benefit in the real world. Yet here we are, on a forum for playing with Skinner boxes. There is a small emotional benefit from them that is variable on both the type of box and the personality of the user. But nobody is arguing that any one or even all of the boxes will fill all your needs.
Title: Re: Guild Wars 2
Post by: Wingflier on March 16, 2016, 04:10:08 am
Ewwwww, looking back at my own comments from several years ago is nothing short of cringeworthy.

Anyway, I wanted to bring up Guild Wars 2 and the changes thereof as part of the developing meta-narrative we've been discussing about gaming company business decisions.

Arenanet (the company behind both Guild Wars games) realized that their initial launch was less than stellar. The game was loaded with bugs, grinding, and some very serious design problems, many of which were discussed in this thread.

Given that the game's model was not subscription-based, and relied purely on initial purchases and microtransactions, this was an unfortunate turn of events for ANET. So about a year ago, they decided to address the problem by creating a standalone expansion to Guild Wars 2 called "Heart of Thorns". This expansion fixed many of the problems with the main game, including many of the issues that had been present at launch, and also adds a lot more lategame content (something which was severely lacking), masteries, profession options, PVP modes, and even an entirely new class. Needless to say, it's a pretty huge expansion (https://heartofthorns.guildwars2.com/game/#mastery), and given that it fundamentally changes how the game is played, is considered by most players to be a required purchase to enjoy everything the game has to offer.

Here's the issue: The base game is included in the expansion, and the expansion costs no less for those who already own the game. In other words, a player who already bought the original game (such as myself), could spend up to another $100 purchasing the expansion (Ultimate edition) (http://buy.guildwars2.com/store/gw2/en_US/html/pbPage.heartofthorns) with no kind of benefit whatsoever for already having owned the game.

As someone who spent $200+ on the original game to pre-order the Collector's Edition back in 2011, this is very disappointing to say the least. I feel like they should reward their loyal players in some way.

Well anyway, this seems like more shady business practices to me, unless I somehow missed something (but I don't think I have). I'd be interested in hearing your thoughts.

edit: It looks as though the "core" accounts (those who bought the original game) do have some benefits over the Free to Play accounts, but they're mostly pretty trivial (http://help.guildwars2.com/entries/95982157-Account-types-Free-Core-HoT), and there is no benefit to those who owned the base game before buying the expansion.
Title: Re: Guild Wars 2
Post by: KingIsaacLinksr on March 16, 2016, 09:06:56 pm
Yea, I really tried to like Guild Wars 2 when I played it late last year. I mean, really tried. I don't do that with MMOs. I got up to level 60? 70? I think before I decided I had enough. Did World V World, PVP, dungeons in a group and all sorts of things. But the grind is so mind-numbing that I basically have to run YouTube/Netflix/Hulu on the other monitor to keep interested in the game. I know for some on here, *cough* Managarmr *cough* that's nothing special but I don't do that. Maybe I'll run a podcast in the background if I'm playing something like Euro Truck Sim but otherwise I prefer focusing and enjoying the game in front of me. I think the biggest problem I had was that the combat never clicked with me. Just something about it...felt wrong. I've never been able to put my finger on why.

Anyway, to answer your question. I don't particularly have an issue with the expansion not being discounted for long-time players, especially when you haven't paid a subscription. Although the fact that you spent over $200 to pre-order the collector's edition is O_O. I mean, buying the expansion is going to require the base game to run anyway and trying to double dip on new players to require them to buy both the base-game and expansion as separate purchases won't win you any fans. Especially when you're running a Freemium system at the same time. Presumably the people who bought the original game got their money's worth by this point and time and Arenanet feels that paying for the expansion is worth the cost. If not, well, then you don't have to pay for it, that's their assumption anyway.

As for me, I definitely regret buying that expansion because I only lasted another month before quitting for a while. I never should have bought it but I thought some friends were going to keep playing. When they didn't, I lost the last bit of interest I had in it.
Title: Re: Guild Wars 2
Post by: Wingflier on March 17, 2016, 03:33:25 am
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I mean, buying the expansion is going to require the base game to run anyway and trying to double dip on new players to require them to buy both the base-game and expansion as separate purchases won't win you any fans.
Granted, BUT I feel like there should be some sort of discount (even up to 50%) to those who already own the base game. I mean it's only fair right?

Technically the game is F2P, so you don't have to spend any money on it at all. So to those who already bought the core game before the F2P model came out, I mean in some way they already got screwed over, but the expansion giving you all the benefits of the base game + the expansion just seems like the nail in the coffin.

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As for me, I definitely regret buying that expansion because I only lasted another month before quitting for a while. I never should have bought it but I thought some friends were going to keep playing. When they didn't, I lost the last bit of interest I had in it.
That's really sad to hear, and really sad to know that they didn't reduce the grinding at all in the expansion (which was my main beef with the game). The grinding was just extremely intense, I don't know what else to say. For a game that marketed itself as "the end of grinding", I don't know if I've ever had to grind that much in any MMO I've ever played.

Perhaps it wasn't supposed to feel like grinding, but it did. Then again, when I played the servers were already dying, so things could have changed with the huge influx of players during the F2P transition.  A lot of the game's "quest areas" (or whatever they're called) were really made for a lot of people at once.
Title: Re: Guild Wars 2
Post by: Aklyon on March 17, 2016, 03:49:09 am
I wouldn't call it now having f2p having screwed over anyone Wingflier, anyone still around certainly must've gotten at least the original price worth out of the game, and you certainly don't need to get the ultimate edition, from the look of that. I would just call it older b2p mmo makes expansion, continues being b2p, but now with a semiunlimited trial mode.
Title: Re: Guild Wars 2
Post by: Wingflier on March 17, 2016, 04:24:24 am
Hmmm, if it doesn't seem as unfair to others as it does to myself, perhaps I should re-evaluate my opinion.

Though I'm not sure what "the original price worth" out of the game would even entail, especially given that the game was so badly received on launch (at one point it was down to a few thousand players before it went F2P), but that would be extremely hard to do, in my view, because of the reasons stated. HoT fixed most of the major problems with the game (or at least that's what it was marketed as doing), but the people who supported the company before they fixed all the major flaws in the expansion seem to be the only ones leaving empty-handed.
Title: Re: Guild Wars 2
Post by: KingIsaacLinksr on March 17, 2016, 06:36:33 am

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As for me, I definitely regret buying that expansion because I only lasted another month before quitting for a while. I never should have bought it but I thought some friends were going to keep playing. When they didn't, I lost the last bit of interest I had in it.
That's really sad to hear, and really sad to know that they didn't reduce the grinding at all in the expansion (which was my main beef with the game). The grinding was just extremely intense, I don't know what else to say. For a game that marketed itself as "the end of grinding", I don't know if I've ever had to grind that much in any MMO I've ever played.

Perhaps it wasn't supposed to feel like grinding, but it did. Then again, when I played the servers were already dying, so things could have changed with the huge influx of players during the F2P transition.  A lot of the game's "quest areas" (or whatever they're called) were really made for a lot of people at once.

Honestly, I think the problem with GW2 is that its all so meaningless and the combat is just rinse and repeat spells until all creatures in the area die. I just hate the combat if I'm being blunt, it's far too steeped in WoW's to be enjoyable. I think the WoW combat model needs a complete and total re-thinking to make it less about standing in one place and beating the crap out of anything that moves. That's what kills me too because it clearly tries to make the player move around but then there are abitrary limitations to dodge rolling and most of your spells require you to face the target and be within range of them and there's not a lot of reason to move around.

I give them kudos for trying to have world and local events that can affect the game but they never matter in the long run. And kudos for trying to make questing as rewarding as possible but. Oh no, a city got captured by some enemy! Well, just wait 20 minutes and we'll be able to recapture it from them. Nothing is permanently affected, just a minor inconvenience. For as alive as the world pretends to be and how quests try to hide their numbers, you start figuring out that the world is rather static and the quests will require a certain amount of time. Sure, they vary but ultimately the result is the same. The only time the world permanently changes is when the developers make it so. As such, it's hard to get invested into it.

About the only thing that really held my attention was the actual story missions. Those seemed to have the best ideas put into them with actual hard choices that permanently affected "the world" of the player. Unfortunately, they're also marred by the combat so I just went meh....

Did I mention I don't like the combat? Because I really don't.
Title: Re: Guild Wars 2
Post by: Aklyon on March 17, 2016, 01:22:10 pm
Yeah, the combat was pretty eh from what I'd seen of it from f2p.
Title: Re: Guild Wars 2
Post by: TheVampire100 on March 17, 2016, 03:13:54 pm
When it comes to combat in MMOs I think Mabinogi is still on the top.

I never played Guild Wars 2 despite having a copy (from a computer mag). Charging for an expansion is not unusual in MMOs that went from pay to play to free to play. defiance has turned as well to F2P but still sells the expansions for the full price.
44$ sounds however a little much for an expansion. And the 100$ packet is way over the top but not the most expensive piece of junk I've ever seen. Eelectronic Arts does this since ages, charging for stuff that should be literally part of the game. And int heir freemium games it is common practice to sell packages of premium currency for 100$.
Of couse you cannot compare this, GW2 is a full fledged MMORPG with story, questing and other stuff but it does it in a similiar way. "Pay us extra and you get a lot of our premium currency in the game."
Title: Re: Guild Wars 2
Post by: Wingflier on March 17, 2016, 03:40:54 pm
I'm just surprised that people are so accepting of it.

Just think, if a company like EA did this.

First, force people to pay full price for the game. Then, when you find that method to be unsustainable, make it free to play. Then create an expansion with all the content and features the original was supposed to have, and charge people full price for it again. But ignore the original paying customers because, "They should have gotten their money's worth".

Can you imagine if Uber had done this for Planetary Annihilation? There would have been an absolute outrage. PA:Titans was free for all the Kickstarter backers and less than $10 for anyone who already owned the game. People wanted to kill them. Maybe things are different in the MMO world, I don't know. I just highly doubt this model would have succeeded in any other case.
Title: Re: Guild Wars 2
Post by: KingIsaacLinksr on March 17, 2016, 05:47:33 pm
First, force people to pay full price for the game.
Except no one is forcing anyone to pay full price for any game. I get what you're saying but it should be clear that of course companies are going to expect a price when they launch the title and expect you to pay for it if you want to play. 
Then, when you find that method to be unsustainable, make it free to play. Then create an expansion with all the content and features the original was supposed to have, and charge people full price for it again. But ignore the original paying customers because, "They should have gotten their money's worth".
It's not the greatest thing to do to your customers, I won't dispute that. But I've seen worse behavior. This is an MMO which has a general acceptance that you're going to pay money to play on it. And considering that if people had been paying a subscription to play GW2, they would have paid $500+ by this point. ($15 per month for three years). In addition to the initial asking price of $50/60?. And let's be real, you don't need the $100 version of the expansion, that's a bonus to those willing to pay the money. But it generally seems like a silly thing to do. Should they get a discount? It's extremely debatable. But the thing is, they technically gave people who bought the original game a bonus. Even if that bonus wasn't that great to you, they did at least try.

Can you imagine if Uber had done this for Planetary Annihilation? There would have been an absolute outrage. PA:Titans was free for all the Kickstarter backers and less than $10 for anyone who already owned the game. People wanted to kill them. Maybe things are different in the MMO world, I don't know. I just highly doubt this model would have succeeded in any other case.

Planetary Annihilation is not an MMO, it's a traditional RTS that I'm assuming has no or limited server costs. It was a company whose game was Kickstarted promising certain features to its backers on initial release. They failed to do that and released a product in a troubled state. Titans was certainly a step in the right direction for its backers but they did anger those who bought the game on release. That anger was probably not justified, speaking as someone who was angry about it. Arenanet doesn't have that same set of expectations on them and even then, they at least released a product and continued to support it three years afterwards without charging for an expansion and making sure the game worked. Were certain things still not put in three years later? I guess so according to what you said. But no one can say that they give those original $50 purchasers nothing.
Title: Re: Guild Wars 2
Post by: Wingflier on March 17, 2016, 07:41:56 pm
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Except no one is forcing anyone to pay full price for any game. I get what you're saying but it should be clear that of course companies are going to expect a price when they launch the title and expect you to pay for it if you want to play. 
Wording here. I should have said "ask".

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It's not the greatest thing to do to your customers, I won't dispute that. But I've seen worse behavior. This is an MMO which has a general acceptance that you're going to pay money to play on it. And considering that if people had been paying a subscription to play GW2, they would have paid $500+ by this point. ($15 per month for three years).
Well that's my point though. Most of the paying customers had quit before it went free to play, in large part because of the game's problems. The F2P transition was, in some ways, a last ditch effort (that worked). So the idea that you would have been using the paid account for 3 years seems a little farfetched to begin with. I mean ideally that's the way it works, but ideally Uberent would have had a better release with the original PA.

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But the thing is, they technically gave people who bought the original game a bonus. Even if that bonus wasn't that great to you, they did at least try.
A bonus over the free to play users? Certainly (my god if they didn't at least do that, it would have been practically unforgivable). But technically, the Free to play users who went on and bought the expansion got a bonus over the original purchasers. They paid $10 less, got the original game + the massive amount of expansion content.

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Planetary Annihilation is not an MMO, it's a traditional RTS that I'm assuming has no or limited server costs.
I agree with most of what you said in your last paragraph, but perhaps not this part. I'm pretty sure PA has some substantial server costs, because the entire game is hosted on their servers. You can't even play single-player without using an Uberent server. That's because the entire design was centered around server-side hosting, which would prevent the inevitable lag problems that most RTS games have in multiplayer, when one person's computer can no longer handle the strain and slows down everybody else. And given that their servers simulate Solar Systems, I would imagine that the cost of this is not negligable, but obviously not on the same scale as an MMO, I'll grant you.

Anyway, you're right about one thing: If I don't like the way they do business, I don't have to purchase the expansion. I do think the way they did it was a little scummy. I see no harm in giving a hefty discount on the expansion for those who already owned the original game (hell, when Titans did it, people STILL complained as if Uber had shot their dogs and stolen their girlfriends), but in the end what happened happened so, it's up to the customer now whether to encourage it.
Title: Re: Guild Wars 2
Post by: Misery on March 17, 2016, 08:02:26 pm
Honestly, I think the problem with GW2 is that its all so meaningless and the combat is just rinse and repeat spells until all creatures in the area die. I just hate the combat if I'm being blunt, it's far too steeped in WoW's to be enjoyable. I think the WoW combat model needs a complete and total re-thinking to make it less about standing in one place and beating the crap out of anything that moves. That's what kills me too because it clearly tries to make the player move around but then there are abitrary limitations to dodge rolling and most of your spells require you to face the target and be within range of them and there's not a lot of reason to move around.

I'll agree with the bit about the combat, ugh.

I used to be really into MMOs.  Like, really into them. You name it, I've probably played it.  But.... as I often tell people, WoW came along and freaking CORRUPTED the genre.  It's dead to me now, and it's entirely because of that one damn game.  And the fact that corporate suits are too damn stupid to do anything other than stare at WoW and go "I know!  That game over there prints money... if we copy it, we'll be DROWNING in the stuff!" so every game does it... ugh.   And WoW's combat is TERRIBLE to begin with.  Hell, you dont even need to pay attention to WHAT you're fighting.  Is it a skeleton?  A flaming monkey?  An alien from space?  A magical entity from ancient times?  It doesnt matter; internally, there's barely even stat differences, all you need to know is what level it is.   And then you just hit your typical spells over and over.

Someone once told me that "With WoW, the REAL fun begins at level 60!!!!111", since the devs went totally overboard with the blasted raid stuff.  And so other games now do that sort of thing too.  Where the entire game may as well JUST be raids, because that's all the devs actually care about.  So every other part of the game... mindless grinding.   See, I'd rather have a game where the real fun begins at level 1... maybe I'm just crazy.  And when you DO raids, you cant even see what's going on!  You just watch arbitrary little meters and occaisionally hit buttons.  Ugh.   I dont know if GW2 had that issue, I never got particularly far in it.

I *do* remember their attempt to make the combat sound "active" though, with that stupid dodge roll.  But I remember groaning when I heard about that, because I had a feeling as to what they were going to do with it.  I mean, MMOs are basically like normal RPGs... they're not exactly about extreme coordination and reflexes.  Most MMO or just normal RPG fans I know of IRL, that tend to stick to JUST games like that, are slower then a brick in sludge when it comes to reacting to things, and not very coordinated either.  So in an MMO with dodging, if you give the players *full* dodging, as in, unrestricted, anyone with actual reflexes will be damn near invincible compared to... basically every other average player.  BETTER DUMB IT DOWN!!!  Restrictions!  Why the stupid dodging is even in that game, is something I never figured out.

Bah.  I'll stop here before this becomes another one of my full rants about the MMO genre.  I havent played one in ages.  The last straw for me was City of Heroes shutting down.  That game did everything right.  It was grand.  And then it shut down, and... yeah, I was just done after that.  Havent touched the genre since.   For those that have... has ANYTHING changed?  Or is everyone STILL just copying WoW? 


I will say one other thing though:  I still remember the ORIGINAL Guild Wars.  Back when it first came out.  Now THAT was different... there wasnt really anything else like it.   Why they couldnt have just stuck to the formula it created initially, I dont know.  At least we'd have something INTERESTING on our hands maybe.
Title: Re: Guild Wars 2
Post by: KingIsaacLinksr on March 17, 2016, 08:06:21 pm
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Except no one is forcing anyone to pay full price for any game. I get what you're saying but it should be clear that of course companies are going to expect a price when they launch the title and expect you to pay for it if you want to play. 
Wording here. I should have said "ask".

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It's not the greatest thing to do to your customers, I won't dispute that. But I've seen worse behavior. This is an MMO which has a general acceptance that you're going to pay money to play on it. And considering that if people had been paying a subscription to play GW2, they would have paid $500+ by this point. ($15 per month for three years).
Well that's my point though. Most of the paying customers had quit before it went free to play, in large part because of the game's problems. The F2P transition was, in some ways, a last ditch effort (that worked). So the idea that you would have been using the paid account for 3 years seems a little farfetched to begin with. I mean ideally that's the way it works, but ideally Uberent would have had a better release with the original PA.

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But the thing is, they technically gave people who bought the original game a bonus. Even if that bonus wasn't that great to you, they did at least try.
A bonus over the free to play users? Certainly (my god if they didn't at least do that, it would have been practically unforgivable). But technically, the Free to play users who went on and bought the expansion got a bonus over the original purchasers. They paid $10 less, got the original game + the massive amount of expansion content.

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Planetary Annihilation is not an MMO, it's a traditional RTS that I'm assuming has no or limited server costs.
I agree with most of what you said in your last paragraph, but perhaps not this part. I'm pretty sure PA has some substantial server costs, because the entire game is hosted on their servers. You can't even play single-player without using an Uberent server. That's because the entire design was centered around server-side hosting, which would prevent the inevitable lag problems that most RTS games have in multiplayer, when one person's computer can no longer handle the strain and slows down everybody else. And given that their servers simulate Solar Systems, I would imagine that the cost of this is not negligable, but obviously not on the same scale as an MMO, I'll grant you.

Anyway, you're right about one thing: If I don't like the way they do business, I don't have to purchase the expansion. I do think the way they did it was a little scummy. I see no harm in giving a hefty discount on the expansion for those who already owned the original game (hell, when Titans did it, people STILL complained as if Uber had shot their dogs and stolen their girlfriends), but in the end what happened happened so, it's up to the customer now whether to encourage it.
Oops, I completely forgot about the always online component. I have no idea how as we discussed that at length....

But I'll still grant that us angry people, regardless of server costs, overreacted to Titans. Which isn't to say that they couldn't have handled that better but our response was way over the top.
Title: Re: Guild Wars 2
Post by: Wingflier on March 17, 2016, 08:54:03 pm
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I will say one other thing though:  I still remember the ORIGINAL Guild Wars.  Back when it first came out.  Now THAT was different... there wasnt really anything else like it.   Why they couldnt have just stuck to the formula it created initially, I dont know.  At least we'd have something INTERESTING on our hands maybe.
Oh man, the original Guild Wars was an amazing game. So ahead of it's time. So ahead of its time in fact, that nothing has even been able to replicate its virtues, not even Guild Wars 2.

The thing that made GW1 so amazing though wasn't the PvE (which I found to be lackluster myself, even though at the very least it was extremely story driven), it was the PvP.

In Guild Wars 1 you could start a max level PvP character from the very beginning, and just skip all the hassle and bull**** of the infamously grindy PvE portion of any given MMO.

And man, was the PvP fun. What made GW2 pvp fun was simply the diversity of options the game afforded you. Whatever you can think of, you could it. It wasn't like the typical MMO where it's tank/healer/DPS. The game had 8 classes, and any class could become a hybrid with any other class, giving you an incredible amount of options. Each class had around 100 skills, and the player could have 8 skills in their skillbar, so you do the math. The amount of class customization (and not in a retarded, superficial way) was near limitless.

The kind of things you would experience in PvP would need to be seen to be believed. You never KNEW what you were going to encounter next, because the only bottleneck to potential builds was each player's creativity. Sure, there were cookie-cutter builds that you saw often, but there were so many ways to counter them that generally, anything which become too popular was like a curse upon itself.

The battle interactions were definitely the most exciting thing I've ever experienced in an MMO or RPG pvp setting. My god, the game had MAGE battles. Seriously, it was basically Harry Potter. Anything you wanted to do, you could do. Massive direct damage? Check. AoE death over a large area? Check. Damage over time that also heals you? Check. Oh what's that, you don't want your opponent to cast spells at all? You could create an entire build whose only job was to cripple enemy mages, countering every spell they attempted to cast and shutting them down to near uselessness, allowing your team to finish them off.

One of the things that really made it shine were the amount of proactive/reactive choices the player was forced to make at any given time. Imagine as a healer, your teammates are dying, and your only job is to save them. But you have a hex on you which deals massive damage each time you cast a spell. Do you continue to heal your friends, putting your own life in danger, or wait until it wears off, and hope you can save what's left?

Of course allies could then take any kind of negative hex or curse off of you, and sometimes even place it on somebody else.

I mean...you know what I'm done trying to explain it. It was incredible. Play, counterplay, proactive, reactive, outsmart your opponent, outdamage your opponent, punish him for every action, or prevent him from even taking action. It was all there, you could do it.

I was really hoping that they would take this same philosophy and apply it to Guild Wars 2, but they most definitely did not. The classes became much more cookie-cutter, the cross-class hybridization was removed, and apparently since the instanced-based server architecture of the first game had been removed in favor of the typical mass server MMO style, the game can't handle the same kind of quick-reflex mechanics the original one had, so they had to drop that in favor of a more...traditional MMO approach (we'll all do a bunch of damage weeeeeee!)
Title: Re: Guild Wars 2
Post by: Misery on March 17, 2016, 09:16:16 pm
Yeah, honestly, GW2 really was Guild Wars in name only.  Aside from the name, it may as well just be any other boring MMO.  All, I assume, because of corporate stupidity.  And WoW.  Have I mentioned I hate WoW?  'Cause I do.  I always respect Blizzard as a dev, but I wish that game had never existed.

At the very least I wish it would come to a freaking END sometime this century.  It's held on WAY too long.  And is still corrupting the genre.
Title: Re: Guild Wars 2
Post by: TheVampire100 on March 17, 2016, 09:25:17 pm
I'm glad that I never played WoW. It does not seem like a good MMo but everyone pretends it is.
I like the comple combart from Mabinogi but I don't know if it is similiar to WoW (i doubt it).
Generally it is a Rock-Paper-Scissor System. Diffeent abilities negate other abilities. Autoattack beats Smash, Smah, a slower but stronger version of the standard attack, beats defense, Defense beats the normal attack. Counterattack beats both normal attack and smash, windmill beats counterattack. And Normal attack beats windmill. And don't get me started on the non-standard attacks.

I do however think that int he last years Mabinogi kind of suffered from the typical MMO illness, that it tries to copy other stuff. it ran multiple Anime-crossovers which certainly don't fit the game or its lore. And they launched a new "class", the ninja, which is more like the Nauroto interpretaion of ninjas.
There were also the dual gunners along the way, who are no brainers to use compared to the complex arhers that existed before. I hink Mabinogi tried to make the game more intuitive and engaging for newer players that complained the system was hard to learn because it wasn't like other MMOs.
Title: Re: Guild Wars 2
Post by: Mánagarmr on March 17, 2016, 09:35:36 pm
But the grind is so mind-numbing that I basically have to run YouTube/Netflix/Hulu on the other monitor to keep interested in the game. I know for some on here, *cough* Managarmr *cough* that's nothing special but I don't do that
Hey now! It's not my fault my brain is overactive and 90% of all games don't manage to keep me interested or engaged enough. :(
Title: Re: Guild Wars 2
Post by: crazyroosterman on March 17, 2016, 11:09:06 pm
But the grind is so mind-numbing that I basically have to run YouTube/Netflix/Hulu on the other monitor to keep interested in the game. I know for some on here, *cough* Managarmr *cough* that's nothing special but I don't do that
Hey now! It's not my fault my brain is overactive and 90% of all games don't manage to keep me interested or engaged enough. :(
personally I just like listening to things in the back ground when I play games unless I really dig the games soundtrack then ill just listen to that in the background instead.
Title: Re: Guild Wars 2
Post by: Misery on March 18, 2016, 02:29:02 am
I'm glad that I never played WoW. It does not seem like a good MMo but everyone pretends it is.
I like the comple combart from Mabinogi but I don't know if it is similiar to WoW (i doubt it).
Generally it is a Rock-Paper-Scissor System. Diffeent abilities negate other abilities. Autoattack beats Smash, Smah, a slower but stronger version of the standard attack, beats defense, Defense beats the normal attack. Counterattack beats both normal attack and smash, windmill beats counterattack. And Normal attack beats windmill. And don't get me started on the non-standard attacks.

I do however think that int he last years Mabinogi kind of suffered from the typical MMO illness, that it tries to copy other stuff. it ran multiple Anime-crossovers which certainly don't fit the game or its lore. And they launched a new "class", the ninja, which is more like the Nauroto interpretaion of ninjas.
There were also the dual gunners along the way, who are no brainers to use compared to the complex arhers that existed before. I hink Mabinogi tried to make the game more intuitive and engaging for newer players that complained the system was hard to learn because it wasn't like other MMOs.

Honestly, WoW never even reaches the depth of "rock, paper, scissors".   Just think about that statement for a moment, and you understand just how bad the combat is. 

What you do in WoW is figure out which string of abilities, fired in a row, kills things fastest.  In *every* normal battle, you just repeat this string over and over again.  Every.  Single.  Time.  In raids, you do things a bit different... by having different strings to use.  It's the same boring, and it's SUCH a complete freaking mess that most people drown their screen in meters and stat displays because it's impossible to tell what's going on in the writhing heap of violent colors that is the "fight".  Seriously, it's freaking terrible.  Oh, and dont forget auto-attack.  WoW loves that, for your basic attack.  The only actual ACTIONS you take are to use abilities.  You dont even move otherwise, because there's no reason to.

This is why I miss City of Heroes so much.  You had no auto attack.  You had abilities only, up to 10, and if you tried to just string them together the same every time, you'd find yourself flat on your ass over and over again.  Different enemies actually did entirely different things, and understanding how to deal with each one mattered.  And different enemies coming together in a group (and enemies were ALWAYS, and I really do mean ALWAYS, encountered in *groups*, never one at a time) changed the dynamic of a fight because you'd have to figure out the right order to attack them in, but also watch for what abilities exactly they were using.  AND, you tended to have to move around alot.  None of that "stand in the heap of jerks and hit buttons" crap.  In other words, you had to actually think and react to things.  It took actual skill to get somewhere.  And as an added bonus the game pulled off it's "feel like a superhero" thing very well, because of the fact that even while soloing, you fought entire groups of foes; sometimes you could build your character around the concept of attacking the whole group at once constantly, provided you kept your positioning and other stuff in check.  The enemy groups simply got dramatically bigger when you were in a party with other players.  And that's not even going into the game's "inspiration" mechanic (which I loved) or the mechanic that *completely* replaced the idea of equipment, which was ability slotting (which I *really* loved, no other game has done this that well), where you stuffed these things into different abilities to completely change how they work.

But something like WoW?  It doesnt do any of that.  No creative mechanics, no real thinking, no exciting battles, no unique and interesting enemies to fight.  You generally get a cookie-cutter build going, repeat your damn strings of abilities on every single reskinned foe you came across, and you went after loot (very, very slowly).  It's bloody mindless.

Right now, MMOs that actually make you have to think and use real skill are very, very rare.
Title: Re: Guild Wars 2
Post by: Wingflier on March 18, 2016, 02:34:18 am
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Someone once told me that "With WoW, the REAL fun begins at level 60!!!!111", since the devs went totally overboard with the blasted raid stuff.  And so other games now do that sort of thing too.  Where the entire game may as well JUST be raids, because that's all the devs actually care about.  So every other part of the game... mindless grinding.   See, I'd rather have a game where the real fun begins at level 1... maybe I'm just crazy.  And when you DO raids, you cant even see what's going on!  You just watch arbitrary little meters and occaisionally hit buttons.  Ugh.   I dont know if GW2 had that issue, I never got particularly far in it.
Don't even get me started on World of Warcraft.

That game is the bane of my blasted existence.

What's worse, so many of my friends have played it over the years, and begged me to join them, that I've lost count. It's like I'm cursed somehow, to be that guy that everyone wants to play World of Warcraft for some reason, even though I'd rather chew on ball bearings or watch paint dry than play it.

When I tell them this, I always get the same response you received, "It gets really fun once you hit level 60!". Then why can't I just start out at level 60! Jesus. That's one of the things I really enjoyed about Guild Wars. You could just start a max level character, skip all the grind, and get right into the action. Sure, the character couldn't PvE, but who cares! It's better than grinding your life away for countless hours so that "the real fun can begin". And that's if you can even call any aspect of WoW "fun".

To prove my point, here's an image of a guy who is attempting to level his WoW character to 100 using only a dance pad (http://i.imgur.com/r25gSAm.gifv). If you can do that in an MMO, the game sucks.

Well anyway, I could go on forever like you addressing all my complaints with the game but why bother? I grew up playing Everquest and that game was actually challenging. Sure, it had a lot of problems but it was the first of its kind so they were forgivable. WoW didn't really improve the formula at all in my view, and it's sad that so many games have attempted to replicate its "success", including GW2. I really expected more after the innovative and inspiring gem that was GW1.

Oh by the way Misery, Starship Rubicon (a game that's been on my Steam wishlist) went on sale today and when I went to check the reviews, I was surprised to see yours at the top! It was very helpful. I'll probably end up getting it.


Title: Re: Guild Wars 2
Post by: Misery on March 18, 2016, 02:48:48 am
Ugh, Everquest!

And I dont mean "ugh" like "it was bad", I mean "ugh" in terms of what WoW essentially did to it. 

I loved Everquest.  It had issues... my biggest one being the LOOOOOOOOONG travel times through some zones (I still remember one particular zone that took THIRTY FREAKING MINUTES to pass through, while being helpfully covered in skeletons just to make your trek more aggravating).  And of course the infamous and dreaded "corpse runs" that were the bane of... absolutely every player.  But it was interesting.  There was alot going on with the game, and it really was very challenging, and it punished the funky hell out of you whenever you died.  There was alot of good there.

WoW though?  It's a clone of Everquest.  I still remember trying WoW the first time, and I tried the Warrior class, and as I'm playing it I'm thinking... something is a bit off here.  I spent some time looking at the class ability tree, and then looked at the Warrior tree from Everquest, and found that WoW's version of that class was almost an *exact* copy.  The same abilities, in the same order, at nearly the same levels.  I knew the game seemed to be a bit of a clone, but that was what really sealed the idea for me.  And then it just got stupider from there.  It did everything Everquest did (except corpse runs), but dumbed it down.  That's IT.  That's WoW:  dumbed down Everquest. 

I think that's right about when my hatred for the AAA side of the industry started to bloom, because more and more games were getting dumbed down for lazy players that get all bothered and insulted if their incredible mighty "skillz" arent instantly good enough to triumph over every game they played.  And WoW was just the king of that particular hill.  And still is.

And since then.... Everquest, which I've always loved, has been nowhere NEAR as relevant as it used to be.  Everquest 2 is pretty good... it doesnt have corpse runs but it can sure be freaking cruel.... but it never got the attention it really deserved.  The playerbase isnt anywhere NEAR what it could and should be, entirely because of it's cookie-cutter clone that's out there, sucking up all of it's success.  I'm really, really hoping that Everquest Next actually does get real attention.  That could be the thing that revives my interest in this genre.
Title: Re: Guild Wars 2
Post by: chemical_art on March 18, 2016, 08:28:12 am
To be a bit contrarian I enjoyed WoW a while back, because the hardest thing about MMO is finding others who enjoy it to begin with. Even with it simplified it is hard enough to find a group with similar enough values that one gets along with. MMO's already bring about a host of unsavory behaviors. The more intense ones just bring out a lot more negatives while adding few positives.

I'd rather play dumbed downed as opposed to evercamp. Also known as the massively miserly roleplaying.
Title: Re: Guild Wars 2
Post by: Misery on March 18, 2016, 09:05:17 am
EQ's camping issues got fixed alot later on.  But it sure took awhile!

I give it a pass on that though, since when the original EQ was a major thing, *all* MMOs did that.  Camping was the thing to do, when you wanted certain loot. It was a LONG time before that changed.  Of course, everyone sure was glad when it did finally become the norm to NOT have to do that so much. 

Though, frankly, I'll take that over WoW's raids any day; (which I dont think are any better, since you STILL have to do them over and over and over again with the added benefit of each individual time taking DRAMATICALLY longer than a camped boss fight... it ends up evening out, in my view).  Or, well... any raids, really.  At least when camping a normal boss, you typically dont then fight it with 20 squillion other players at the exact same time, and can thusly see what's happening.  Not so in a raid.  It does occur to me that I've NEVER, not once, seen a game that does raid bosses right and in a non-insane, non-stupid way.... except for City of Heroes, which did get it right, since.... it didn't do raids at all.

In case it's not apparent to everyone, I seriously hate raid content in all MMOs.  *ALL* of them.


Also you're right that finding a group is hard alot of the time.  I honestly ended up just finding MMOs that let me solo easily.  Everquest really was the one and only exception to that (well, the FIRST game anyway; in the second, you can definitely solo if you want to without trouble).  If an MMO promises to FORCE me into groups in order to progress (like Final Fantasy 11 did, you could NOT solo at all in that game), I just didn't play it, because I dont want to HAVE to deal with groups of morons when I didn't want to.  didn't want to have my play time with the game limited by "can I find a group of NON-idiots today, or cant I?"  I prefer to be able to keep playing regardless of the answer.

Sadly though that does lead to the fact that I ended up soloing in these games WAY more than I ended up grouping.  But as I'm autistic and thus about as social as a brick to begin with, this worked out well enough.  In particular, it also meant less of the "waiting for a million years while someone in the party VERY VERY VERY VERY VERY SLOWLY types something".   Which was like my number one pet peeve with that genre.  Learn to type, people!
Title: Re: Guild Wars 2
Post by: Wingflier on March 18, 2016, 09:15:36 am
To be honest I wouldn't play Everquest either in the year 2016, but it came out in 1999, so its very dated. It was the birth of a genre, what else would you expect? It set the tone for what became the most profitable gaming market of all time, and for that reason alone it was a masterpiece, even with all its bugs and design problems.

Aside from that, Everquest had very different goals as a game than modern MMOs do. It was much more about being part of a fantasy world, enjoying the scenery, and having a life outside of your own life than pointless achievements, leveling up, dungeon crawling, gear seeking, and high-level raiding. EVERYBODY role-played. There was no such thing as roleplay servers, people just knew that's what you did. My step-brother played a sexy rogue character and all the guys would shower his female character with gifts and levels just to win her favor. My dad made this giant ugly Ogre called "mesexy" (or something to that effect) who went around the world speaking in Ogre, coming on to anybody he met.

Goal-based gaming is what WoW turned the MMO genre into, that's not what it originally was.

So if you are looking for a co-op questing experience, or have a group of max-level characters (because you and all your friends have spent 10 billion dollars purchasing WoW and all its expansions), then dungeon raids or loot-hoarding would be not all that different than your typical ARPG co-op experience.

But that wasn't what Everquest was originally about. It would be more like you and a group of friends traveling the world together, meeting new people, and getting into hilarious situations just for the hell of it, not because you had any specific goal in mind. Leveling up and doing quests would just be a bonus.
Title: Re: Guild Wars 2
Post by: Misery on March 18, 2016, 09:30:41 am
To be honest I wouldn't play Everquest either in the year 2016, but it came out in 1999, so its very dated. It was the birth of a genre, what else would you expect? It set the tone for what became the most profitable gaming market of all time, and for that reason alone it was a masterpiece, even with all its bugs and design problems.

Aside from that, Everquest had very different goals as a game than modern MMOs do. It was much more about being part of a fantasy world, enjoying the scenery, and having a life outside of your own life than pointless achievements, leveling up, dungeon crawling, gear seeking, and high-level raiding. EVERYBODY role-played. There was no such thing as roleplay servers, people just knew that's what you did. My step-brother played a sexy rogue character and all the guys would shower his female character with gifts and levels just to win her favor. My dad made this giant ugly Ogre called "mesexy" (or something to that effect) who went around the world speaking in Ogre, coming on to anybody he met.

Goal-based gaming is what WoW turned the MMO genre into, that's not what it originally was.

So if you are looking for a co-op questing experience, or have a group of max-level characters (because you and all your friends have spent 10 billion dollars purchasing WoW and all its expansions), then dungeon raids or loot-hoarding would be not all that different than your typical ARPG co-op experience.

But that wasn't what Everquest was originally about. It would be more like you and a group of friends traveling the world together, meeting new people, and getting into hilarious situations just for the hell of it, not because you had any specific goal in mind. Leveling up and doing quests would just be a bonus.

Aye... there was certainly that, too.

You know, it's been so freaking long since MMOs had anything resembling that in them that I'd nearly forgotten it was ever there.  Thinking about it now certainly brings back some interesting memories.

Granted, the "sandbox" genre.... Minecraft and it's brethren.... are starting to bring that stuff back.  Technically games like that have achievements and such, to satisfy people that cant live without them, but they tend to hand you every single one if you so much as breathe too hard, so in reality they're just meaningless fluff; the real goals of a game like that are whatever the bloody hell you want them to be.  So things like roleplaying, adventuring for the sake of adventuring, or just some good ol' hilarious hijinks (with explosions, of course) actually HAPPEN in games like that.  Which is part of why those appeal to me so much.  Those games also rather prove that, yes, it can be fun to just, well, have some damn fun instead of obsessing over arbitrary goals all the freaking time.  I just wish MMO devs could get that back into their thick skulls.

That goal-obsessed crap bugs me, on that note.  Not just in MMOs.  But even just things like "achievements" irritate the hell out of me.  I hated that concept when it was first introduced (on the original Xbox, was it?) and I continue to utterly loathe it now, since it just stuffs that goal-obsession into everyone's heads that much more.

And people often then keep playing those games, when they're very definitely NOT having a good time, because they just HAVE to get the all-important 100% completion (or whatever).  Gotta get ALL of the best stuff, or what kind of player are you?  You're not HARD CORE if you dont do that.  Incidentally, I make a point of never doing that.

Ugh.  I swear, it's like alot of major developers these days dont remember what "fun" actually is anymore.

I could rant about this all day.
Title: Re: Guild Wars 2
Post by: Wingflier on March 18, 2016, 10:38:52 am
I remember there was this place called "Blackburrow". It wasn't far from the human city.

It was a massive cave complex, filled with gnolls. It was a great place to level for lower characters. Individually, the gnolls weren't that dangerous, but if they saw you fighting one of their kin, they would aggro you from miles around. Pretty soon, a fight with one or two could turn into a fight with dozens. As you ran for dear life from the swarm you had created, even more would begin to chase you, until a critical mass of angry monsters was reached, that were affectionately referred to as "A Train".

A Train of monsters would follow you as you attempted to flee for your life. They had no leash range, meaning they would continue chasing you only until you escaped the zone. They attacked any innocent bystanding player in their path, and since there were so many of them, this experience could lead to a near-instantaneous death. A slaughter of unsuspecting players, caught in the unfortunate warpath of a player that had accidentally aggroed too many gnolls.

In chat, when you heard the common cry of "CHOO! CHOO!", you knew it was time to get the hell out of the way, or the hell out of dodge because a sh*tstorm was brewing, and most likely headed your way. Man, those were some hilarious times.
Title: Re: Guild Wars 2
Post by: Mánagarmr on March 18, 2016, 10:50:39 am
To be honest I wouldn't play Everquest either in the year 2016, but it came out in 1999, so its very dated. It was the birth of a genre, what else would you expect? It set the tone for what became the most profitable gaming market of all time, and for that reason alone it was a masterpiece, even with all its bugs and design problems.

Aside from that, Everquest had very different goals as a game than modern MMOs do. It was much more about being part of a fantasy world, enjoying the scenery, and having a life outside of your own life than pointless achievements, leveling up, dungeon crawling, gear seeking, and high-level raiding. EVERYBODY role-played. There was no such thing as roleplay servers, people just knew that's what you did. My step-brother played a sexy rogue character and all the guys would shower his female character with gifts and levels just to win her favor. My dad made this giant ugly Ogre called "mesexy" (or something to that effect) who went around the world speaking in Ogre, coming on to anybody he met.

Goal-based gaming is what WoW turned the MMO genre into, that's not what it originally was.

So if you are looking for a co-op questing experience, or have a group of max-level characters (because you and all your friends have spent 10 billion dollars purchasing WoW and all its expansions), then dungeon raids or loot-hoarding would be not all that different than your typical ARPG co-op experience.

But that wasn't what Everquest was originally about. It would be more like you and a group of friends traveling the world together, meeting new people, and getting into hilarious situations just for the hell of it, not because you had any specific goal in mind. Leveling up and doing quests would just be a bonus.

And that's what got me into WoW. I played on an RP server and had a lot of fun roleplaying, because that was what I enjoyed. When RP more or less died out after Burning Crusade I started trying to actually play. I tried PVP and raiding and while I did enjoy raiding as a tank or healer, DPS was mindboggingly dull. Eventually the casualization of raid content and even worse gear grind got to a point where I just didn't want to bother anymore. So I left for good. Still it was two overall fairly enjoyable years.
Title: Re: Guild Wars 2
Post by: Wingflier on March 18, 2016, 04:34:27 pm
To be honest I wouldn't play Everquest either in the year 2016, but it came out in 1999, so its very dated. It was the birth of a genre, what else would you expect? It set the tone for what became the most profitable gaming market of all time, and for that reason alone it was a masterpiece, even with all its bugs and design problems.

Aside from that, Everquest had very different goals as a game than modern MMOs do. It was much more about being part of a fantasy world, enjoying the scenery, and having a life outside of your own life than pointless achievements, leveling up, dungeon crawling, gear seeking, and high-level raiding. EVERYBODY role-played. There was no such thing as roleplay servers, people just knew that's what you did. My step-brother played a sexy rogue character and all the guys would shower his female character with gifts and levels just to win her favor. My dad made this giant ugly Ogre called "mesexy" (or something to that effect) who went around the world speaking in Ogre, coming on to anybody he met.

Goal-based gaming is what WoW turned the MMO genre into, that's not what it originally was.

So if you are looking for a co-op questing experience, or have a group of max-level characters (because you and all your friends have spent 10 billion dollars purchasing WoW and all its expansions), then dungeon raids or loot-hoarding would be not all that different than your typical ARPG co-op experience.

But that wasn't what Everquest was originally about. It would be more like you and a group of friends traveling the world together, meeting new people, and getting into hilarious situations just for the hell of it, not because you had any specific goal in mind. Leveling up and doing quests would just be a bonus.

And that's what got me into WoW. I played on an RP server and had a lot of fun roleplaying, because that was what I enjoyed. When RP more or less died out after Burning Crusade I started trying to actually play. I tried PVP and raiding and while I did enjoy raiding as a tank or healer, DPS was mindboggingly dull. Eventually the casualization of raid content and even worse gear grind got to a point where I just didn't want to bother anymore. So I left for good. Still it was two overall fairly enjoyable years.
I still remember, one of the most difficult moments for me one of the few times I played WoW. This was back after Burning Crusade had been released, but perhaps before Wrath, I'm not sure. This was before the mindless grinding matchmaking dungeons you could use to level yourself up all the way to the highest level by drooling on yourself to victory. At that time, I mostly explored the world and did random quests to level up.

There were several cool areas along the way, but the coolest place I had discovered so far, around level 60, was this Arachnid zone called Silithis. It was this huge landscape of giant, gnarly tentacles, hives of dangerous insects, and mountains of bugs flying around that could be seen from miles away. It was a really cool place, and I wanted to discover it more. It was also the home of one of the original game's toughest dungeons, which I was excited to try.

I never got the chance, and the reason why is extremely cringeworthy, I'm warning you now.

You see, when it was just the original game, before any expansions, Silithus had some of the best gear and quest rewards for simply completing quests in that area. That's because it was one of the highest level areas, so it makes sense. But what Blizzard had done, with their expansion of Burning Crusade, was create a massive inflation of power so extreme that there was absolutely no reason to do any of the Kalimdor quests once you reached level 58 and could travel to the Outland. It was absolutely pointless to ever visit Kalimdor again. The weapon and armor rewards you got from completing the most basic, braindead quests, were tiers and tiers better than anything you could get, even in the most dangerous places on Kalimdor. Even if I had attempted to solo the Silithus dungeon ON MY OWN, the rewards I would get would pale in comparison to what I was getting for the most inane and simple quests in the Burning Crusade content.

Blizzard had obviously increased the power of their items astronomically for the BC, probably as an incentive for people to buy the expansion, as their (literally years) of hardwork grinding out the best gear through the hardest bosses would be totally meaningless, and they'd have to buy the expansion in order for their character not to be a uselessly weak scrub. So there was no point for me to do the Silithus content. In fact, there had been no point of me doing anything except reaching level 58 as fast as possible because apparently that's when the real game began.

Oh man, it was one of the most disappointing moments of my gaming life. I quit shortly after that.
Title: Re: Guild Wars 2
Post by: crazyroosterman on March 18, 2016, 04:40:05 pm
To be honest I wouldn't play Everquest either in the year 2016, but it came out in 1999, so its very dated. It was the birth of a genre, what else would you expect? It set the tone for what became the most profitable gaming market of all time, and for that reason alone it was a masterpiece, even with all its bugs and design problems.

Aside from that, Everquest had very different goals as a game than modern MMOs do. It was much more about being part of a fantasy world, enjoying the scenery, and having a life outside of your own life than pointless achievements, leveling up, dungeon crawling, gear seeking, and high-level raiding. EVERYBODY role-played. There was no such thing as roleplay servers, people just knew that's what you did. My step-brother played a sexy rogue character and all the guys would shower his female character with gifts and levels just to win her favor. My dad made this giant ugly Ogre called "mesexy" (or something to that effect) who went around the world speaking in Ogre, coming on to anybody he met.

Goal-based gaming is what WoW turned the MMO genre into, that's not what it originally was.

So if you are looking for a co-op questing experience, or have a group of max-level characters (because you and all your friends have spent 10 billion dollars purchasing WoW and all its expansions), then dungeon raids or loot-hoarding would be not all that different than your typical ARPG co-op experience.

But that wasn't what Everquest was originally about. It would be more like you and a group of friends traveling the world together, meeting new people, and getting into hilarious situations just for the hell of it, not because you had any specific goal in mind. Leveling up and doing quests would just be a bonus.

And that's what got me into WoW. I played on an RP server and had a lot of fun roleplaying, because that was what I enjoyed. When RP more or less died out after Burning Crusade I started trying to actually play. I tried PVP and raiding and while I did enjoy raiding as a tank or healer, DPS was mindboggingly dull. Eventually the casualization of raid content and even worse gear grind got to a point where I just didn't want to bother anymore. So I left for good. Still it was two overall fairly enjoyable years.
I still remember, one of the most difficult moments for me one of the few times I played WoW. This was back after Burning Crusade had been released, but perhaps before Wrath, I'm not sure. This was before the mindless grinding matchmaking dungeons you could use to level yourself up all the way to the highest level by drooling on yourself to victory. At that time, I mostly explored the world and did random quests to level up.

There were several cool areas along the way, but the coolest place I had discovered so far, around level 60, was this Arachnid zone called Silithis. It was this huge landscape of giant, gnarly tentacles, hives of dangerous insects, and mountains of bugs flying around that could be seen from miles away. It was a really cool place, and I wanted to discover it more. It was also the home of one of the original game's toughest dungeons, which I was excited to try.

I never got the chance, and the reason why is extremely cringeworthy, I'm warning you now.

You see, when it was just the original game, before any expansions, Silithus had some of the best gear and quest rewards for simply completing quests in that area. That's because it was one of the highest level areas, so it makes sense. But what Blizzard had done, with their expansion of Burning Crusade, was create a massive inflation of power so extreme that there was absolutely no reason to do any of the Kalimdor quests once you reached level 58 and could travel to the Outland. It was absolutely pointless to ever visit Kalimdor again. The weapon and armor rewards you got from completing the most basic, braindead quests, were tiers and tiers better than anything you could get, even in the most dangerous places on Kalimdor. Even if I had attempted to solo the Silithus dungeon ON MY OWN, the rewards I would get would pale in comparison to what I was getting for the most inane and simple quests in the Burning Crusade content.

Blizzard had obviously increased the power of their items astronomically for the BC, probably as an incentive for people to buy the expansion, as their (literally years) of hardwork grinding out the best gear through the hardest bosses would be totally meaningless, and they'd have to buy the expansion in order for their character not to be a uselessly weak scrub. So there was no point for me to do the Silithus content. In fact, there had been no point of me doing anything except reaching level 58 as fast as possible because apparently that's when the real game began.

Oh man, it was one of the most disappointing moments of my gaming life. I quit shortly after that.
ugg that's awful blizzard really do seem to get away with a lot of bullshit don't they at times? makes me hope they don't screw over watch up.
Title: Re: Guild Wars 2
Post by: KingIsaacLinksr on March 18, 2016, 05:09:27 pm
My most fond memories of World of Warcraft are from pre and during Burning Crusade. When I'd spend hours just hanging out with new friends I met doing silly things like getting drunk at a tavern or fishing in the Emerald Grove. We eventually did try to raid but it never went anywhere. Unfortunately, WoW was becoming more and more about raiding and less about socializing so my interest dived pretty hard later on and I moved over to Eve Online. Eve-O was....a very interesting experience but I can't return to it because it's just become so cutthroat that I don't want to waste my time on it.

And yea, that huge power increase in Burning Crusade was a pretty dumb design decision. One that Blizzard has repeatedly done since and no one ever calls them on it.
Title: Re: Guild Wars 2
Post by: Wingflier on March 18, 2016, 06:25:47 pm
Quote
ugg that's awful blizzard really do seem to get away with a lot of bullshit don't they at times? makes me hope they don't screw over watch up.
It depends on what you mean by "screw it up".

The thing is, Blizzard has no problem making competitive games which require "skill". (And they clearly have no problem making PC games so mindless you can complete them on dance pads)

The issue is, there's no inbetween. It's either hardcore competitive to the point of insanity, or mindless grinding to the point of euthanasia.

Take Starcraft 1/2 for instance. Well Starcraft 1 was just an originally a fun little strategy game that kids played in the '90s together. Originally the game required so much micromanagement not because it was a design decision, but because it was made with a simplistic UI and RTS engine limitations which were common back in 1998. It's not like they were intentionally trying to make the game require high APM, that was more or less an accident. Then it started getting super competitive in South Korea, and Blizzard saw an opportunity for profit and that's where the game (and it's sequel) headed.

Suddenly, Blizzard's philosophy was now designed around requiring players to have a high APM on purpose (*facepalm*). I guess that increased the skill gap...or something. Anyway, as a result of these design decisions, competitive Starcraft players are in their prime during their young adult years and into their early twenties, when their reflexes and eye-hand coordination are at their peak. Once they start hitting their mid-to-late 20's, you can more or less kiss it goodbye. The physical and mental strain Blizzard puts on the player in order to keep the game "competitive" literally causes their biological window to be very short, a time after which they will no longer be able to keep up with all the incoming teenagers appearing on the scene.

So take your pick, either mindless grinding in the form of WoW or Diablo, or APM to the point of often causing carpel tunnel syndrome and hospitalizations in games like Starcraft 2 and Warcraft 3.

There's no middle ground.

Oh, there *was* going to be a middle ground, in the form of Overwatch. With its cartoony style and Team Fortress 2 like mechanics, it was the perfect casual shooter with a competitive side for the people who wanted it. That had been the original design goal, and it was announced to be free to play to facilitate that. Everyone could get a group of friends together and have fun in a goofy, intense, and mildly competitive arena setting with tons of different classes and content to keep them busy. But then! Suddenly Blizzard decided that's not what they were going to do anymore. The game needed to be COMPETITIVE, so they removed the free to play and added a $60 price tag over night (I'm not making this up). Now suddenly it's going to be the new COD or Counter-Strike of the cartoony Blizzard world, and only the serious pay for entrance to this grand arena. Anyway, more facepalm from my end. Initially I was very excited but I no longer have an interest in it.
Title: Re: Guild Wars 2
Post by: Misery on March 18, 2016, 08:31:56 pm
Quote
ugg that's awful blizzard really do seem to get away with a lot of bullshit don't they at times? makes me hope they don't screw over watch up.
It depends on what you mean by "screw it up".

The thing is, Blizzard has no problem making competitive games which require "skill". (And they clearly have no problem making PC games so mindless you can complete them on dance pads)

The issue is, there's no inbetween. It's either hardcore competitive to the point of insanity, or mindless grinding to the point of euthanasia.

Take Starcraft 1/2 for instance. Well Starcraft 1 was just an originally a fun little strategy game that kids played in the '90s together. Originally the game required so much micromanagement not because it was a design decision, but because it was made with a simplistic UI and RTS engine limitations which were common back in 1998. It's not like they were intentionally trying to make the game require high APM, that was more or less an accident. Then it started getting super competitive in South Korea, and Blizzard saw an opportunity for profit and that's where the game (and it's sequel) headed.

Suddenly, Blizzard's philosophy was now designed around requiring players to have a high APM on purpose (*facepalm*). I guess that increased the skill gap...or something. Anyway, as a result of these design decisions, competitive Starcraft players are in their prime during their young adult years and into their early twenties, when their reflexes and eye-hand coordination are at their peak. Once they start hitting their mid-to-late 20's, you can more or less kiss it goodbye. The physical and mental strain Blizzard puts on the player in order to keep the game "competitive" literally causes their biological window to be very short, a time after which they will no longer be able to keep up with all the incoming teenagers appearing on the scene.

So take your pick, either mindless grinding in the form of WoW or Diablo, or APM to the point of often causing carpel tunnel syndrome and hospitalizations in games like Starcraft 2 and Warcraft 3.

There's no middle ground.

Oh, there *was* going to be a middle ground, in the form of Overwatch. With its cartoony style and Team Fortress 2 like mechanics, it was the perfect casual shooter with a competitive side for the people who wanted it. That had been the original design goal, and it was announced to be free to play to facilitate that. Everyone could get a group of friends together and have fun in a goofy, intense, and mildly competitive arena setting with tons of different classes and content to keep them busy. But then! Suddenly Blizzard decided that's not what they were going to do anymore. The game needed to be COMPETITIVE, so they removed the free to play and added a $60 price tag over night (I'm not making this up). Now suddenly it's going to be the new COD or Counter-Strike of the cartoony Blizzard world, and only the serious pay for entrance to this grand arena. Anyway, more facepalm from my end. Initially I was very excited but I no longer have an interest in it.

BLASTED MODIFY BUTTON.

*ahem*

I do agree, it's kinda bad what Blizzard has done to competitive games in some ways.

Starcraft being by far the worse.  I mean, that APM crap... the people who play that obsessively seriously dont realize what that's doing to them, they really dont.   They think there's JUST carpal tunnel syndrome and that as long as they're doing specific exercises and whatnot, and as long as they arent experiencing very specific symptoms, then of COURSE they're okay!  But that's not the case.  There's alot more it could do, and it can REALLY hurt when it does happen.  I should know. 

But wether it's carpal tunnel or something else, there's a reason why there's alot of warnings these days about repetitive motions like constant mouse use and all of that stuff.  It does so much more damage than people realize. 

The bit about coordination and reflexes, I have no idea how exactly those are affected by that.  I know people say that once you get to a certain point it just all goes bad, but that never made sense to me.  I'm 34 myself, and I'm *very* fast, certainly faster than I used to be. Useful in fighters, as most opponents cannot match that. Coordination too really. But then I do this stuff constantly, yet never to the point of great frustration/pain (I'll always stop before I hit either). I dont practice these things like 12 freaking hours a day to the point where it becomes my life. So yeah, I've no idea how any of that works.  But if they're getting super mentally strained, I can see THAT maybe doing some damage of that sort.  But I also dont see the point of playing games to the point of hitting that strain.  If you're at all stressed.... it's time to stop and take a break, really it is.  If you've got pain going, that's another time to stop and take a break.   I suspect, though, that these pro-type players for games like Starcraft just keep bloody well going anyway.  Despite that that sort of way of approaching it will hurt them.

But Blizzard happily APMs the crap out of those people anyway even though, surely, they realize the damage it's going to do.

And to me, this is also stupid from a conceptual point of view.  This is Starcraft.  It is an RTS.  They treat it like it's a damn fighting game, except one where you have to hit the button 1000000 times to move instead of just pushing left/right and holding (why, exactly, does everyone do that in Starcraft anyway?  That seems to be where like 90% of the APM comes from, in the fact that they click 10 squillion move orders to the same spot when you need only click ONCE...).  When a game is about how speedy and twitchy you can be.... I'm sorry, but it's NOT much of a strategy game. 

Now as far as Overwatch.... yeah, I'm not too sure on that one.

On one hand, I kinda like the idea of Blizzard's take on the Team Fortress idea. 

On the other hand, it's an FPS and in my case it might just be WAY too much of a "twitchy" FPS to me.  All of my twitch skill in oother genres means a whole lot of nothing in the FPS genre, which I'm notoriously bad at, because of my bizarre inaccuracy with the computer mouse.    Though to be fair I've said that about other games and ended up doing fine, but still, I assume the worst.

Though that's just me.   In terms of the overall game... I really would like to see more of a combination of the competitive AND the casual.  Not just a hyper focus on one or the other.  Give something to EVERY type of player!  It's not THAT damn hard.  Even the fighting game genre manages THAT.

I think I'm at least going to try the game though when it comes out.   Yes, I"m aware of the cost of it, but in my case that doesnt matter.  I can at least give it a go and then rant about it on the forums here for the benefit and/or annoyance of anyone else that might be interested in it. 
Title: Re: Guild Wars 2
Post by: crazyroosterman on March 18, 2016, 09:08:50 pm
when I say screw it up I meant balance wise I've seen people play it(mostly tb) and I like what I see from it although I probably won't play it since it looks like it would melt my laptop btw balance now I don't know about heroes lately since I haven't played that for a while(my friend who played it stopped playing and I find playing with random a bore so bleh) but when I was playing it it seemed they were doing a decant ish job with it but then of course there's hearthstone were instead of real balance and interesting mechanics they insisted on making it stupid and wacky and the few times they have tried to balance it they fallen flat on their ass btw it seems like they've bothered to put some real care into over watch so even I'm weary of it I'm hopeful they mess it up.
Title: Re: Guild Wars 2
Post by: crazyroosterman on March 18, 2016, 09:13:21 pm
and yes it should interesting to see what the other nerds here think of that game is like when it becomes available for sale.
Title: Re: Guild Wars 2
Post by: Aklyon on March 18, 2016, 11:29:49 pm
From what I've seen of overwatch, it'll be an interesting game to see other people play. Not all that interested in playing it myself after hearing about Black Desert (and watching a fair number of videos about that).
Title: Re: Guild Wars 2
Post by: Misery on March 19, 2016, 12:09:32 am
Black Desert?  What is that?
Title: Re: Guild Wars 2
Post by: Aklyon on March 19, 2016, 12:33:02 am
From what (https://www.youtube.com/watch?v=PlBfPfbY0Sg) I've seen (https://www.youtube.com/playlist?list=PLwqmJc2W13VR8_XFPTRd5ZtJBOAahe9TI) of it (https://www.youtube.com/playlist?list=PLnp6LjDC8B5T5wGs0CxO--1iZ4aogSD8b) so far (https://www.reddit.com/r/blackdesertonline/comments/4ay2ai/want_to_know_what_black_desert_is_all_about_new/), a giant sandbox-style sorta fighting game-like action combat non-tabtarget mmo from korea, with an absurdly detailed character creator and no fast travel besides 'you have an alt in that spot so you can jump over there using that character and do stuff with their inventory or certain shared things, like buy pet food for your dog/cat/hawk'. Its also not f2p in its western release (though it apparently is in korea/russia), its b2p. Though it still has a cash shop of course.

And it is not trying to defeat WoW by copying it as far as I can tell, its probably the furthest away from it I've seen. You've got a giant open world, a similarly-giant pile of things you could do, and next to no instances (which has apparently confused many people expecting to dungeon their way to the soft cap and beyond). Most of the quests apparently don't even directly level you if what I've heard is correct, they give you stuff that lets you level other things, or do stuff, or expand your inventory. It sounds promising, despite the promise of grinding involved in it being a korean mmo.
Title: Re: Guild Wars 2
Post by: Misery on March 19, 2016, 01:23:14 am
Wow.  This looks like a modern MMO that isnt terrible! 

But... yes, I'm a bit put off by the fact that it's a Korean MMO due to grinding.  I usually cant tolerate grinding.   So that's unfortunate.  I guess it's not time to jump back into the genre yet after all.  Feh.

I miss the old days, when the genre wasnt awful.
Title: Re: Guild Wars 2
Post by: Aklyon on March 19, 2016, 05:20:25 am
Well, theres a game pass thread on reddit if you want to try and pick up a week free trial of it, but I'm not sure how reliable that is. I got a pass from a friend instead.
Title: Re: Guild Wars 2
Post by: Mánagarmr on March 19, 2016, 10:20:31 am
I'm late to the reply, but the MASSIVE power creep that happened in WoW was a big problem with it. When you went from having 5000-ish HP in late game raiding gear in vanilla to over 30k in BC...you knew there would be problems. Then came Wrath...and by the time of Cataclysm, even HEALERS were soaring over 120k health. WTF?
Title: Re: Guild Wars 2
Post by: TheVampire100 on March 19, 2016, 08:10:47 pm
I just want to say, the "grinding" aspect in MMOs is wanted. Especially in F2P ones. But even Pay to Play games have this.
The reason is obvious: This games shall keep the player hooked over a long playing time. Normal games have an average gaming time of 20-30 hours. This may rise or fall depending on the game. Sandbox games have often a lot higher gaming time compared to story driven games.
MMOs however are aiming to have the highest gaming time of all genres for the obvious reason of keeping the players in the game. MMOs differ from normal games that they don't benefit from single purchases. They could aim towards this but this would mean they have to release a sequel or new MMO every three years. Also they have to keep the servers running 24H a day for thousands of people, this costs TONS of money. So you HAVE to keep the palyers int he game, otherwise the whole system would fail. Grinding is a good way fromt he developers point of view to keep players trapped. The player want to reach the end game content (which is obviously the best in the game, just look at the WoW example) but this takes a lot of gaming time. On a subsription service, players will pay every month just in hope to reach the end of the game eventually.
In F2P it works differently but is the same reason. You want the end game conent, grinding will take a long time. But F2P systems bait you with ingame purchases to ease the grinding, so you get faster what you want.
The different gaming models use different tactics but the goal is the same, to keep the player in the system.

Title: Re: Guild Wars 2
Post by: Cyborg on March 19, 2016, 08:24:34 pm
Vocabulary and definitions.

Grinding is defined by repetitive tasks given to a player to make progress, often with no new challenge or variety.

An example of grinding would be farming the same mobs for three hours because they give the best experience or some drop needed for progress. MMORPG gets a lot of flak for this kind of gameplay.

An example of MMORPG gameplay that is not grinding would be something like PVP, which offers the behaviors of human players to add variety. World of Warcraft combat actually got better over time, adding new skills, customizations, and game types to make PVP have enough variety.

What we really need are emergent gameplay opportunities in the PvE area. I don't know of any MMORPG games that are doing that.
Title: Re: Guild Wars 2
Post by: Wingflier on March 19, 2016, 08:46:11 pm
Quote
What we really need are emergent gameplay opportunities in the PvE area. I don't know of any MMORPG games that are doing that.
I think this was the whole idea of "RIFT", a game in which while you were casually farming or traveling across some random PvE zone, a giant inter-dimensional portal could open up, and tons of dangerous monsters spilled out, prompting people to come from all over to shut it again. Unfortunately I think this mechanic was too gimmicky to have any merit.

Personally I agree with you. The whole point of GW2 was to have this kind of emergent PvE gameplay, but it turned out to be hilariously disappointing in execution. Your actions literally have zero effect on the world. Though I suppose, in retrospect, that it was stupid to expect them to. I mean we're talking about a game with millions of players. If each individual player had the kind of power to change the universe forever, it would probably cause massive lore problems and/or the servers to crash frequently.

The closest you'll probably even come to that is Eve Online, where specific people can become the CEO of these massive interstellar corporations, owning large parts of the galaxy and having a huge effect on the game's universe.

Well anyway, what ANET did was nothing like that, it was much more mundane. In the end, it's just another "Theme Park" MMO, wrapped in pretty packaging. I was really hoping they'd take the incredible innovation that was Guild Wars 1 and build upon that, but to my surprise it plays a lot more like WoW than it does the original game. I'd be interested to know how that happened. I thought GW1 was pretty successful.
Title: Re: Guild Wars 2
Post by: Misery on March 19, 2016, 10:40:17 pm
I just want to say, the "grinding" aspect in MMOs is wanted.

What.

Grinding is defined by repetitive tasks given to a player to make progress, often with no new challenge or variety.

An example of grinding would be farming the same mobs for three hours because they give the best experience or some drop needed for progress. MMORPG gets a lot of flak for this kind of gameplay.

Exactly.  And the thing is, these games dont HAVE to do it that way.  They do it that way because most devs arent creative enough to think of something better.

I keep bringing up City of Heroes, and I'll do so here again, because again, it was the one that got this right.  You still had to constantly clobber things to get experience, but the way it worked meant that you didn't have to just pound easy rats over and over and over.  You could get a constant CHALLENGE out of it.  In most MMOs, grinding is necessary in part because it tends to be suicide to attack even a single foe that's at all higher level than you.  But in CoH, this wasnt the case.  You were EXPECTED to constantly take on challenging, and DANGEROUS foes.  If you tried to grind against repetetive easy things?  Your experience bar would fill so ridiculously slowly that you could be there for decades.  Enemies either were capable of constantly being a real threat to you, or they offered no experience.  In addition, every mission you did always had a boss at the end, and bosses were dangerous even by themselves, yet always had friends backing them up.  Considering though that this game actually involved skill, instead of repetition of ability strings, you could overcome these challenges, and maybe even take on harder missions (enemies that were even higher level, compared to yours), for even more XP.  This is one reason why I stuck with that game until it's demise:  there WAS NO BORING PARTS.  There was no "the REAL game starts at level 60!".  No.  The real game started at level ONE.  And just kept getting better. 

Guild Wars 1 was like that too.  You could get to the super awesome stuff IMMEDIATELY, and it didn't STOP being super awesome.  The real game started right away.  It was the OTHER game that got this right.

But WoW and it's brethren?  No.  The SLOG begins at level one.  The fun begins a thousand hours later.  How these games ever became popular, I'll never understand.


I'd be interested to know how that happened. I thought GW1 was pretty successful.

I can tell you exactly how it happened:  Guild Wars 1, and WoW, released within a VERY short window of each other.  GW1 had been in development a long time before WoW's release.   In other words, the trend of copying WoW hadnt begun yet, and WoW hadnt had time to inflate yet.

But now?  It's been a LONG time since WoW achieved absolute domination of the genre, and the trend of copying it was already set in stone... so the always-derpy suits decided THAT was the thing to do, instead of being innovative again, because if WoW prints money, CLEARLY copying it would let them print money too.  Exasperated sigh.   And then they stand around like concussed chickens wondering what went wrong.
Title: Re: Guild Wars 2
Post by: Mánagarmr on March 19, 2016, 11:02:59 pm
What we really need are emergent gameplay opportunities in the PvE area. I don't know of any MMORPG games that are doing that.
EVE?
Title: Re: Guild Wars 2
Post by: Wingflier on March 19, 2016, 11:42:18 pm
Quote
I keep bringing up City of Heroes, and I'll do so here again, because again, it was the one that got this right.  You still had to constantly clobber things to get experience, but the way it worked meant that you didn't have to just pound easy rats over and over and over.  You could get a constant CHALLENGE out of it.  In most MMOs, grinding is necessary in part because it tends to be suicide to attack even a single foe that's at all higher level than you.  But in CoH, this wasnt the case.  You were EXPECTED to constantly take on challenging, and DANGEROUS foes.  If you tried to grind against repetetive easy things?  Your experience bar would fill so ridiculously slowly that you could be there for decades.  Enemies either were capable of constantly being a real threat to you, or they offered no experience.  In addition, every mission you did always had a boss at the end, and bosses were dangerous even by themselves, yet always had friends backing them up.  Considering though that this game actually involved skill, instead of repetition of ability strings, you could overcome these challenges, and maybe even take on harder missions (enemies that were even higher level, compared to yours), for even more XP.  This is one reason why I stuck with that game until it's demise:  there WAS NO BORING PARTS.  There was no "the REAL game starts at level 60!".  No.  The real game started at level ONE.  And just kept getting better. 
Uh, it causes me so much despair when you bring up City of Heroes. I never got a chance to play it (personally I find superhero games to be like most made-from-movie games, extremely gimmicky and profit-driven). I had no reason to think that a superhero MMO was actually going to somehow be good. When you talk about it though, it sounds like I missed a once in a lifetime experience, and that makes me sad.

Why did the servers close anyway?

Quote
But now?  It's been a LONG time since WoW achieved absolute domination of the genre, and the trend of copying it was already set in stone... so the always-derpy suits decided THAT was the thing to do, instead of being innovative again, because if WoW prints money, CLEARLY copying it would let them print money too.  Exasperated sigh.   And then they stand around like concussed chickens wondering what went wrong.
Ugh but the whole f*cking appeal of GW2 was supposed to be this MMO for people who hate MMOs. It was literally in their development trailer. "If you like MMOs, you'll want to check out GW2. If you hate MMOs, you'll DEFINITELY want to check out Guild Wars 2." They spoke as if the entire design goal of the game was to do something spectacular and amazing and new, and what did they really accomplish? What did they add to the formula?

The personal story-driven quests? It has no impact on the world. The "Area exploration mechanic"? Other games had already done that. The "underwater combat feature"? Please. I mean seriously, what is so unique about Guild Wars 2 that you couldn't find, on some level, in any generic Theme Park MMO? You still have to level your character to 60, which takes weeks (maybe days if you were extremely experienced with the game, and had nothing else to do, but not if you're a new player with a life or a low attention span). You still have to take part in these pointless quests. In fact, the quests are integrated into the "Area Exploration" mechanic, so you can't even skip them. Quests are even more integrated into Guild Wars 2 progression structure than they are with WoW. How is that even possible?

Honest to God, if they had just made Guild Wars 2.0, instead of Guild Wars 2, it would have been a billion times better. Guild Wars was a unique idea. 20 was the level cap, even after 3 expansions. You could reach 20 in a day. The game simply wasn't about grinding. All the best gear was available from the start of the game. The only point of even farming for better gear after you hit 20 was the cosmetics. Everything else (such as the rune system) was easy to unlock.

The biggest problems with the original game were just the super outdated engine (you couldn't even jump for Christ's sake), some of the mechanics were a bit wonky, in certain ways the game was unresponsive/frustrating, the UI needed work (most of the problems were probably hardcoded). All of these could have easily been fixed with the engine upgrade.

The instanced world of the game is actually what made is so great, and so different from other MMOs. Why would they remove that? Sure, in cities you could be social and meet tons of other people, but once you left the city area, you got your own private little world just for you and your friends. This made the story so much more believable. You never had to fight for farm. Every big event or plot twist that occurred only happened to your tiny group, and you could believe it because...well there was nobody else there to contest the fourth wall. It made it such a wonderful co-op experience as well. You and your group, changing the entire world of Tyria one quest at a time. It was brilliant. To me, that was story-driven gameplay. When 90% of your experience with the game was just you, your friends, and your hired mercenaries (another wonderful touch). Interaction with large groups of random people was only a click away, but it was almost never forced on you.

And why take out the cross-class combinations? That's another thing that made the game so unique. I don't even know of a single other MMO that allows you to create hybrid classes like that. The vast majority of them are the age-old, pick your class at the start, you're locked in forever and you have same skills at 3 million other people, have fun! Being able to combine the best features of two classes created some truly amazing possibilities. The whole game had to be designed in such a way that every potential combination or build you could create would be balanced (which was tough mind you), which meant that each individual skill had to be carefully looked at, and its effects considered when paired with others.

Somehow Guild Wars 2, even though promising to make the game more unique than any MMO, it was somehow less innovative, less story-driven, more grindy, and more traditional than ever before. That's quite an accomplishment, from my perspective.

Title: Re: Guild Wars 2
Post by: crazyroosterman on March 20, 2016, 01:17:58 am
hey a couple of things
1 what you say of guild wars 1 actually sounds like super fun makes me wish I could still have a go at that(I assume its not supported any more)
2 have either of you played the star wars galaxy mmo? I'm sure you remember it was a thing in till Warcraft murdered it BUT apparently a group have brought back to life and you can play It on an emulator although I think you need the disk to install it(I think that's what I was told by my friend who lent me the disk and sent me the instructional videos for it since Id never use an emulator before) I played it for a bit and thought it was pretty neat.
Title: Re: Guild Wars 2
Post by: Misery on March 20, 2016, 01:40:12 am
Yeah, CoH wasnt just good, it was the best MMO I ever played.  And I've played a TON of them.

I mean, I could ramble on about it's merits for ages.  Hell, the way it handled non-damage attacks.  In other MMOs, you just have stat debuffs to hit enemies with.  No proper "status ailments" like in a JRPG or anything.  Debuffing is usually a little boring in MMOs, and alot of players dont like doing it.  CoH did this differently.  One of the game's big things was big, heavy effects; these werent just random armored idiots you were playing as, these were freaking superheroes.  Their attacks were big and epic.  One character I had was based on sound attacks.  He was a Blaster, a class similar to a glass cannon (yet, not quite).  I set up his ability slots to basically create a build that was focused entirely around fighting entire waves of foes at once; not as good against single ones.  There was this one attack that just fired this huge wave forward, and anything caught in it would literally be FLUNG backwards.  Enemies would end up flat on their backs (needless to say, they cant attack in that position), and then I'd be free to make a heavy damage attack against anything strong enough to resist it, by shooting what was best described as an orb of concentrated shrieking, which made the awesomest noise ever.  Could take on HUGE numbers of enemies at once.

I actually got into ridiculous situations with groups of players that didn't quite understand the benefits of this, because I could hold and control more enemies than the group's tank could.  One group actually kicked me because of this.  The tank was supposed to tank!  I was ruining everything!  Because, you know, keeping control of 15 damn enemies at once and COMPLETELY preventing them from damaging anyone by constantly hitting them with steamrollers made of screaming (preventing them from even getting to attack the tank) was a bad idea, because it focused all the enemies on the blaster (me) instead of on the tank.  That's not how MMO groups work!  I facepalmed pretty hard at that.  But it WAS hilarious.  And you couldnt just do that stuff by JUST speccing your character, you had to then be skilled at using all of that. 

And I think that's what would really fix MMOs for me:  not having JUST the stats make the character work.  Make the player have to use ACTUAL SKILL to win fights.  It creates more challenge, and if the player is good enough, they could get more satisfaction by defeating horribly dangerous things by being just that damn good.  How is this NOT a good idea to have in a game?  I mean, seriously?  This sort of thing isnt rocket science.   Alot of games that are ALMOST MMOs do EXACTLY this, and prosper greatly from it, such as Monster Hunter, which is basically based entirely around this concept, and it's bloody fantastic.

Just... ugh.  The lack of that in today's MMOs bugs the hell out of me.


Or another thing that would be nice:  Creative classes.  I dunno if you ever heard of a game called Anarchy Online (futuristic sci-fi thing where "magic" was made of hyper-advanced nanobots, because... freaking nanobots!), but that was my OTHER favorite.  No game did character classes like that one did.  It wasnt AS skill based as CoH, but it still had some of that.  Moreso though, the classes were interesting and unique.  The most unique of all of them was the Agent.  The Agent had the unique ability to transform, for 30 minutes, into any other class in the game.  THey'd become a somewhat weaker version of that class, but would gain access to all of that class's abilities (provided they had BOUGHT them, you had to buy skills/programs, you didn't just magically get them).  You could do some very strange things with an Agent, yet they were never unbalanced despite the "do literally anything" aspect; they were very hard to use but awesome when used right.

Other games though?  Cookie-cutter ideas.  Nobody does unique classes.  But that sort of thing wasnt THAT uncommon back then.  Hell, Guild Wars 1 sure as hell did "unique", didn't it?

I could ramble on about THAT issue all day really.

Though you wanna hear about a *really* unique MMO?   There's one I consider more unique than any other:  Earth and Beyond.   That one game is the ENTIRE reason I hate EA so much.  They killed off Westwood Studios, and that game went with them.  That was possibly the angriest I"d ever been at a game company.  They've done all sorts of other crap, as have others, but that one is by far the top of the pile to me. Even moreso than the Simcity fiasco. Look that game up if you want to see what I mean.  There was nothing else like it, and there never will be.  Nobody has the skill to match that anymore.  God, I miss it.



Now as for GW2, honestly, I think alot of that "MMO for people that hate MMOs" was mostly just marketing hype.  And I have to wonder if maybe the game STARTED OUT geared towards that idea, early in development... until the devs were forcibly pushed to copy the norm more and more, because you know, players are allergic to new ideas.  So it turns into the mess it is.  That happens in development sometimes, sad as it is, and MMO development is the messiest of all.  And it's hard to blame them... selling something different is just too freaking risky now, with development costs so high.  As with every other genre, the MMO genre is in a rut, and it's going to be very hard for it to ever get out of it.

Also, the CoH servers closed down... after a very long time (it originally released JUST before WoW did)... because the game was getting a bit old, and as happens eventually with MMOs that arent freaking WoW, the player count was shrinking just too much.  But it sure did last a LONG time.  It was one of the few that actually survived the coming of WoW for more than just a short time.


 
Title: Re: Guild Wars 2
Post by: Aklyon on March 20, 2016, 01:49:34 am
Wow.  This looks like a modern MMO that isnt terrible! 

But... yes, I'm a bit put off by the fact that it's a Korean MMO due to grinding.  I usually cant tolerate grinding.   So that's unfortunate.  I guess it's not time to jump back into the genre yet after all.  Feh.

I miss the old days, when the genre wasnt awful.
I'll throw in an update on Black Desert here while you guys keep talking about GW1 and CoH:
So currently I've gotten to lv 13 in 7.5 hours according to the ingame function that describes how long your character has existed, though not because I was grinding the entire time. Mainly most of that time was me running around trying things (and soon after rebinding keys to work better), wondering how it played so well at only 30fps, trying to fish (not too difficult), finding out the game has climbing (Climbed up some rocks, on some roofs, was awesome after expecting the usual bad platforming all mmos use, even gw2 and its jumping puzzles) failing to milk several cows (minigame was harder than it seemed), stabbing things with a frankly overpowered wizard dagger (I know its a melee skill on a squishy wizard who really should just avoid getting so close because things hurt and everything else has some range to it, but 550% x2hits damage with guaranteed crit, and I can use it from the start? That is one hell of an emergency dagger.) finding all the npcs in the village and camp to complete (entirely optional but rewarding) knowledge sets, and being unimpressed by the voice acting. The last of those is ok at best.

Oh, and I have a donkey. The donkey can gain levels of its own that do...something, has its own little storage, and doesn't immediately vanish when you dismount. Doesn't feel like the last korean mmo I'd played at all, which I believe was tera. Certainly less flashy except in the spell effects, but then again almost everything is less flashy than tera.
Title: Re: Guild Wars 2
Post by: crazyroosterman on March 20, 2016, 01:53:15 am
so has anybody here played star wars galaxy? I wouldn't be surprised if not since its not meant to technically exist any more but I'm just curious really.
Title: Re: Guild Wars 2
Post by: Misery on March 20, 2016, 02:44:19 am
I'll throw in an update on Black Desert here while you guys keep talking about GW1 and CoH:
So currently I've gotten to lv 13 in 7.5 hours according to the ingame function that describes how long your character has existed, though not because I was grinding the entire time. Mainly most of that time was me running around trying things (and soon after rebinding keys to work better), wondering how it played so well at only 30fps, trying to fish (not too difficult), finding out the game has climbing (Climbed up some rocks, on some roofs, was awesome after expecting the usual bad platforming all mmos use, even gw2 and its jumping puzzles) failing to milk several cows (minigame was harder than it seemed), stabbing things with a frankly overpowered wizard dagger (I know its a melee skill on a squishy wizard who really should just avoid getting so close because things hurt and everything else has some range to it, but 550% x2hits damage with guaranteed crit, and I can use it from the start? That is one hell of an emergency dagger.) finding all the npcs in the village and camp to complete (entirely optional but rewarding) knowledge sets, and being unimpressed by the voice acting. The last of those is ok at best.

Oh, and I have a donkey. The donkey can gain levels of its own that do...something, has its own little storage, and doesn't immediately vanish when you dismount. Doesn't feel like the last korean mmo I'd played at all, which I believe was tera. Certainly less flashy except in the spell effects, but then again almost everything is less flashy than tera.

So... it DOESNT play like a traditional Korean MMO?  Hm.  Might be worth checking out really.  I'll maybe look into it.  I have to stop obsessively playing SUPERHOT first though, which I picked up yesterday.  Apparently that title must be capitalized at all times.  No idea why.

so has anybody here played star wars galaxy? I wouldn't be surprised if not since its not meant to technically exist any more but I'm just curious really.

I've played it, a long time ago when it hadnt been out all that long.  It was very.... strange.  It had very, very bizarre forms of grinding.  I tell ya, running around stabbing butterflies for XP doesnt exactly feel like Star Wars.  Nor does sitting in a cantina making things on your feet (really, auto-replace?) over and over.   The class system was weird.  The combat was also weird, but kinda interesting.   I heard that later on some aspects of the game got an overhaul, but I was already out of it by then.

One big thing I do remember though:  originally you couldnt play as a Jedi at all, until someone unlocked it, which apparently was a monstrous pain in the butt.  When someone finally DID unlock it and had become one, she was CONSTANTLY hunted down and killed over and over and over and over and over again by other players.   The whole system for it just sounded so bloody stupid.   Dunno if THAT ever got fixed.
Title: Re: Guild Wars 2
Post by: crazyroosterman on March 20, 2016, 03:08:26 am
I'll throw in an update on Black Desert here while you guys keep talking about GW1 and CoH:
So currently I've gotten to lv 13 in 7.5 hours according to the ingame function that describes how long your character has existed, though not because I was grinding the entire time. Mainly most of that time was me running around trying things (and soon after rebinding keys to work better), wondering how it played so well at only 30fps, trying to fish (not too difficult), finding out the game has climbing (Climbed up some rocks, on some roofs, was awesome after expecting the usual bad platforming all mmos use, even gw2 and its jumping puzzles) failing to milk several cows (minigame was harder than it seemed), stabbing things with a frankly overpowered wizard dagger (I know its a melee skill on a squishy wizard who really should just avoid getting so close because things hurt and everything else has some range to it, but 550% x2hits damage with guaranteed crit, and I can use it from the start? That is one hell of an emergency dagger.) finding all the npcs in the village and camp to complete (entirely optional but rewarding) knowledge sets, and being unimpressed by the voice acting. The last of those is ok at best.

Oh, and I have a donkey. The donkey can gain levels of its own that do...something, has its own little storage, and doesn't immediately vanish when you dismount. Doesn't feel like the last korean mmo I'd played at all, which I believe was tera. Certainly less flashy except in the spell effects, but then again almost everything is less flashy than tera.

So... it DOESNT play like a traditional Korean MMO?  Hm.  Might be worth checking out really.  I'll maybe look into it.  I have to stop obsessively playing SUPERHOT first though, which I picked up yesterday.  Apparently that title must be capitalized at all times.  No idea why.

so has anybody here played star wars galaxy? I wouldn't be surprised if not since its not meant to technically exist any more but I'm just curious really.

I've played it, a long time ago when it hadnt been out all that long.  It was very.... strange.  It had very, very bizarre forms of grinding.  I tell ya, running around stabbing butterflies for XP doesnt exactly feel like Star Wars.  Nor does sitting in a cantina making things on your feet (really, auto-replace?) over and over.   The class system was weird.  The combat was also weird, but kinda interesting.   I heard that later on some aspects of the game got an overhaul, but I was already out of it by then.

One big thing I do remember though:  originally you couldnt play as a Jedi at all, until someone unlocked it, which apparently was a monstrous pain in the butt.  When someone finally DID unlock it and had become one, she was CONSTANTLY hunted down and killed over and over and over and over and over again by other players.   The whole system for it just sounded so bloody stupid.   Dunno if THAT ever got fixed.
well the funny thing is that the version I've played is maintained by a group with nothing to do with ubisoft at all after they closed the game due to wow being a thing this group took over it and you can play it with an emulator and I think you need its disk I'm not 100 percent its just that my friend who introduced me to it said I needed to and lended  me his disk I have no idea what your talking about with butterflies and auto replace I mostly just murdered jobber bandit guys near near the outskirts of the city and sold random junk to make the money I was needing more profitable than questing and much more fun the quest was either I could deliver something to a persifick point on the map(which while I found relaxing payed pittance) and a type of quest were you fought a den/hive type thing which spawned things which took FOREVER! sadly since I remember really enjoying the combat.
Title: Re: Guild Wars 2
Post by: Cyborg on March 20, 2016, 03:08:45 am
I actually got into ridiculous situations with groups of players that didn't quite understand the benefits of this, because I could hold and control more enemies than the group's tank could.  One group actually kicked me because of this.  The tank was supposed to tank!  I was ruining everything!

I found the game boring after a while. It was a "beat 'em up" game and no loot to look forward to. You could only do enhancements or whatever they're called. The character designer was so advanced, and yet they couldn't follow it up with the same kind of customization through achievement. Oh, and your comment about being kicked, I get kicked several times a day on a regular basis for not following meta.
Title: Re: Guild Wars 2
Post by: Misery on March 20, 2016, 06:32:12 am
I actually got into ridiculous situations with groups of players that didn't quite understand the benefits of this, because I could hold and control more enemies than the group's tank could.  One group actually kicked me because of this.  The tank was supposed to tank!  I was ruining everything!

I found the game boring after a while. It was a "beat 'em up" game and no loot to look forward to. You could only do enhancements or whatever they're called. The character designer was so advanced, and yet they couldn't follow it up with the same kind of customization through achievement. Oh, and your comment about being kicked, I get kicked several times a day on a regular basis for not following meta.

The Enhancements basically WERE the equipment.  They had the same functions, but allowed for more customization than usual (of the actual GAMEPLAY elements of your character).  MUCH more.  This is one of the reasons why I stuck with the game.  But, the game didn't exactly do handholding; figuring out how to really use the things was something you had to learn on your own, some players just ended up jamming them together at random.  In other MMOs you got a pre-made set of equipment, assembled it, and just wore it.  You didn't have to do extremely complex choice-making because those games tend not to do well these days if that happens (the other game that did it like this was Anarchy Online, where your character had FORTY FREAKING STATS, and... yeah, good luck figuring out how to spec yourself with equipment in THAT game.  I tell ya, you usually ended up looking utterly ridiculous, if you wanted to optimize... provided you had the knowledge to do so at all).  They also functioned as loot, as that's how you earned them.   

Normal equipment in MMOs bores the hell out of me, really.  It's been done to death, and one thing that I haaaaaaate is that usually when you get a new piece of equipment, it's like, .0000001% better than the last one.  If it's EPIC, it'll be .0000002% better.  Alot of MMOs tend to use very small stat increases.  This is dull. I preferred CoH's way very dramatically, where a "normal" enhancement provided like a 25% increase to some major stat on an ability.  And they stacked like crazy, because again, these were superheroes. When they powered up, they REALLY powered up.  Kinda had to, you're usually fighting like 6 enemies at once. You could in fact make new costumes for your character as you went along though.  But the big difference is that your new costume looked the way YOU wanted it to, not like how some developer wanted a pre-made set of armor to look.

....also I dont like covering my characters in armor to begin with.  What in the bloody hell is the point of character customization in the first place if you're drowning in metal all the time?  Never liked that.  It also removes ALL uniqueness.  People often have this idea that their character will look oh-so-cool and show off epic "achievements" if they get such and such piece of armor, but it's less epic when 50 other players around them are all wearing the same thing, since none of it in most MMOs actually takes much real skill to get; you just need time and sometimes a generic guild.

Besides, there was a different mindset for most players in CoH.  Most people werent after achievements or "trophy" items.   Nobody really cared. The devs made it extremely clear, right from the very start, that the game wasnt about that sort of thing. Taking down some horrid monstrosity WAS the "achievement".  It was a game I always viewed the same way as I view... absolutely everything else.  I dont bother going for achievements in games.  THose mean little and most are dumb anyway.  Taking down a basically impossible boss in some shmup though... now THAT has meaning to me.  Screw the fact that I have like 2% of the achievements in whatever game; the ultra-boss just went the hell down.  Satisfaction is mine, when that happens. Same with fighting games.  I *usually* have like 5% completion, and the number just hangs there, but as a rule, most opponents arent strong enough to deal with me, yet THEY may have 100% completion.  I mean, the stuff is meaningless, so I never cared.   CoH was the same way.  didn't care about epic armor or whatever.  I cared about the fact that I could go into missions made for groups, and handle them solo since I bloody well knew what I was doing.  ....which usually got me great enhancements anyway.  And satisfaction. Lots of it.


The bit with the meta though... eh, I never minded it.   I never really minded it in any MMO, really.   THAT bit is universal:  Even if you really do know what you're doing, if you dont follow The Meta, you must suck.  Hell, fighting games do that.  Dont play the character The Right Way, and you are a SCRUB.  Even if you just OBLITERATED your high-ranking pro of an opponent. 

I dont know why people view things that way in multiplayer.  If I'm getting the bloody results, then SHUT THE DAMN HELL UP and go sit in a freaking corner or something and let me keep clobbering things.  Dont just complain at me for making sure that you're NOT on fire. I always wanted to yell things like that at people, but I'm too damn polite in-game.  This is one reason I tend to solo so much.  There's just too much derp.   I tell ya though, when an MMO group DOES come together, it's pretty freaking fun, yeah?


Title: Re: Guild Wars 2
Post by: Wingflier on March 20, 2016, 04:44:42 pm
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hey a couple of things
1 what you say of guild wars 1 actually sounds like super fun makes me wish I could still have a go at that(I assume its not supported any more)
It's still around. Arenanet has designed their servers to support the game "forever" (http://www.wired.co.uk/news/archive/2013-07/17/guild-wars), according to a press release a few years ago.

I'm not sure what the playerbase looks like anymore, but it's definitely still going.

You can pick it up on Steam (http://store.steampowered.com/search/?term=guild+wars), including any of the expansions, or you can buy it straight from their website (http://store.guildwars.com/store/gw/cat/categoryID.67871700).
Title: Re: Guild Wars 2
Post by: crazyroosterman on March 20, 2016, 07:18:30 pm
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hey a couple of things
1 what you say of guild wars 1 actually sounds like super fun makes me wish I could still have a go at that(I assume its not supported any more)
It's still around. Arenanet has designed their servers to support the game "forever" (http://www.wired.co.uk/news/archive/2013-07/17/guild-wars), according to a press release a few years ago.

I'm not sure what the playerbase looks like anymore, but it's definitely still going.

You can pick it up on Steam (http://store.steampowered.com/search/?term=guild+wars), including any of the expansions, or you can buy it straight from their website (http://store.guildwars.com/store/gw/cat/categoryID.67871700).
wait really?! is it still that popular a game 0_0? still looks like it should run decently ill have a go at it when I'm in the mood for it.
Title: Re: Guild Wars 2
Post by: crazyroosterman on March 20, 2016, 09:08:02 pm
hey speaking of guild wars I was just watching dodgers news video and after promptly skipping the part about the wow movie(because I don't particularly like films and wows got shitty lore) and it made me wonder if guild wars (in general although I really don't think gw 1 ever got a film) ever got a film made so did it? I'm just curious really more than anything.
Title: Re: Guild Wars 2
Post by: Aklyon on March 20, 2016, 09:52:42 pm
Video game movies are few and mostly terrible. I'd be surprised if GW1 had a movie.
Title: Re: Guild Wars 2
Post by: crazyroosterman on March 20, 2016, 11:42:13 pm
Video game movies are few and mostly terrible. I'd be surprised if GW1 had a movie.
true true more curious than anything not that they have to be