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Reader Comments (87)

Posted: Feb 12th 2012 4:13PM Joaquin Crowe said

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I really hope when they say "personal story" that it's not linear with only faux "choices" that don't mean anything.

Posted: Feb 12th 2012 4:16PM soubriquet said

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@Joaquin Crowe Fear not! Personal story is tremendously robust. Yes, you'll eventually end up at the same end-boss 80 levels down the line, but the roads to get there are tremendously varied.
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Posted: Feb 12th 2012 4:22PM Spacegrass said

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@Joaquin Crowe

Choices will mean something. Each character has an instanced area in their race's capital, that will change depending on the player's choices.
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Posted: Feb 12th 2012 5:16PM (Unverified) said

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@Spacegrass

What I find absolutely hilarious is that some of the very same posters who claimed that they don't want 'instanced chat rooms that make the game more single-player instead of multiplayer' magically give their choice game a pass when it does the very same thing that many other games do (AoC, TOR, etc) with instances.

Just goes to demonstrate to everybody reading how ridiculously biased so many of the commenters are.
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Posted: Feb 12th 2012 5:40PM Lenn said

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@(Unverified) "some of the very same posters" Like who?
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Posted: Feb 12th 2012 5:42PM Randomessa said

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@(Unverified)

The people complaining about the "single player MMO" features of SW:TOR and those hyped about GW2 tend to be different audiences. However, given that side quests are open-world events and not instanced with cutscenes, the overworld of GW2 and SW:TOR will indeed differ quite dramatically, so it'd help if we differentiated between concerns about the one versus the other.
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Posted: Feb 12th 2012 8:10PM Irem said

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As is usually the case, what Randomessa said. I dislike the "instanced chat room" feeling, but that's because it's usually forced due to mechanics that ignore the open world of the game and leave no incentive for players to do anything past a certain point but wait for a queue to pop. I also dislike storylines that make no allowance for the existence of other players in the world (i.e. you are the Chosen One, the sole reason X was defeated despite the help of at least four other people having been necessary). I don't know yet if GW2's personal story is guilty of the latter, but it certainly doesn't seem to have a problem with the former.
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Posted: Feb 13th 2012 12:47AM Kalec said

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@Joaquin Crowe Personally I don't think it'll be world changing. Your home instance will be a bit different, I'm sure, yet I just refuse to believe it's that much of a game changer.

But if you like story I do think it will add a lot (much better than static quests)
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Posted: Feb 13th 2012 4:04AM Viiral said

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@soubriquet Gw2 has no endgame.. the game is the endgame.
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Posted: Feb 12th 2012 4:18PM Plastic said

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Every time I reign in my excitement for this game, I see another video like this and can't help but thinking that this game is going to change the landscape of MMOs. It just looks absolutely phenomenal.

Posted: Feb 12th 2012 4:20PM Plastic said

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@Plastic

Ugh, *rein* in my excitement. Seriously need an edit function on these boards.
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Posted: Feb 12th 2012 4:30PM Spacegrass said

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Two months ago, I was a SWTOR fanboy. Now, I think I'm turning into a GW2 fanboy. It just seems like every decision they're making is a good one: eliminating the trinity, kill-stealing and level grinding - why couldn't SWTOR have done this?

Posted: Feb 12th 2012 4:36PM Danteeeee said

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@Spacegrass Because.. EA ? That seems like a reason. They want cash, not innovation.
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Posted: Feb 12th 2012 4:43PM (Unverified) said

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@Spacegrass Seriously. I was interested in GW2 before TOR but didn't really pay attention to it but now? Old Republic has only made me more interested in GW2.
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Posted: Feb 12th 2012 5:28PM (Unverified) said

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@Spacegrass

"Killing the trinity". Every fight will have main damage soakers. Every fight will have main damage dealers. Every fight will have main healing people. You cannot build a class that is top of everything. THAT is what 'the trinity' is. It's simply a label applied to a stark reality of games like this; that in every fight there are going to be people whose primary role is to take the damage, people whose primary role is to do the damage, and people whose primary role is to heal the damage.

I am sooooo tired of people claiming things about some magic 'trinity' of tank/dps/healer and how it's been 'broken' or how it needs to be removed or some other such rubbish. Until you have a game where people can have equal talents in healing, tanking, and damage dealing, the 'trinity' will remain applicable. In other words, forever. Why? Because a game where you can do all three things at top levels means a game where you don't need anybody else to play with you, aka: a single player game.

Guild Wars 2 may be trying to increase independence of class roles, but that is a far cry from getting rid of those roles altogether.

As far as 'level grinding' goes; Do you start at max level in PvE? No? Then you're still gaining levels, or skills, or whatever your particular choice of verbiage is. It's like people who claim that The Secret World doesn't have levels. Yes, it does. Those 'levels' are simply called skills. As you progress you gain more of them, just like levels. The word 'level' is simply a word signifying greater power and strength the longer your character has been present. You're telling me that Guild Wars 2 doesn't have that? That you start out with all the skills and don't gain any new ones as you progress? No? Then don't claim that it doesn't have leveling.

And don't call leveling a 'grind' if it isn't one. For instance, AION was a grind. You had to continually kill mobs to gain xp. No real questing would help that much. Old Galaxies was a grind. Something like WoW or TOR is NOT a grind. You're leveling through a story and not simply standing in one area stomping the same mobs again and again and again to gain experience and power.

Regarding kill stealing: forced public groups are not 'new' or 'innovative'. Plenty of games have done this before and it doesn't reduce 'kill stealing' in all cases, especially if somebody simply turns off the public grouping mechanism (assuming that they have that option).

Reading GW2 fanboi posts is as tiring as reading TOR fanboi posts. There is plenty that is simply not true and more than enough lies and exaggeration about both games (and every other game that has fans) to fill even the most optimistic gamer with jaded opinions.

The game will do some things right. But it's getting really tired of watching many of the same people that harp of fans of WoW or TOR do the exact same things that those fans did in their posts, but now magically it's okay because it's their game that they're talking about and not one of the other ones.

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Posted: Feb 12th 2012 5:39PM Randomessa said

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@(Unverified)
""Killing the trinity". Every fight will have main damage soakers. Every fight will have main damage dealers. Every fight will have main healing people. You cannot build a class that is top of everything. THAT is what 'the trinity' is. It's simply a label applied to a stark reality of games like this; that in every fight there are going to be people whose primary role is to take the damage, people whose primary role is to do the damage, and people whose primary role is to heal the damage."

You are incorrect. It is impossible to "soak up damage" or taunt or manage aggro in Guild Wars 2. EVERY profession has the ability to deflect or mitigate or dodge damage, but NOBODY can last through an entire fight just taking hits, and NOBODY has the resources to heal through an entire fight of someone taking hits. The mechanics of the game make this IMPOSSIBLE.

Between the fact that you cannot build a bar that consists entirely of deflection/mitigation nor can you build a bar that consists entirely of healing skills, and the fact that you will be further limited by cooldowns and that no targeted ally healing exists and no heal is stronger than a player's own self-heal, the trinity as is commonly understood is simply not possible to re-create in Guild Wars 2, even on a fight-by-fight basis.

This does not mean that every profession is tops at everything, but it does mean that no single profession has the ability to be geared to be tops at everything. It would be more accurate to say that no profession can be tops at ANYTHING.
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Posted: Feb 12th 2012 5:45PM hassaun2006 said

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@(Unverified) there is no dedicated healing in Gw2's combat....you have a skill for self healing that heals a good deal, but you can only heal others to a limited or support level. There are classes that provide some form of protection, and some that provide extra damage, but it takes the responsibility of tanking or healing and instead makes every player responsible for survival. The trinity means that you know that as long as the healer can keep the tank up you'll win, and that's not fun or engaging.

for me, the grindless leveling means that since the leveling curve plateaus at an early point, and every level after that point will require the same amount of xp means that you dont have an ever mounting treadmill to run up every ding. Arenanet has said that they dont want to you feel like leveling is something you have to do to get to the 'fun" stuff, like in most games. Quests that have meaning and consequence if you fail will, imo, make for a leveling experience that doesnt feel like work. and best of all everything is repeatable, (because they arent quests you pick up, but events you engage in) it means that any time you want you can revisit your favorite content.
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Posted: Feb 12th 2012 5:47PM Randomessa said

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@(Unverified)

"Regarding kill stealing: forced public groups are not 'new' or 'innovative'. Plenty of games have done this before and it doesn't reduce 'kill stealing' in all cases, especially if somebody simply turns off the public grouping mechanism (assuming that they have that option)."

Sorry, but you're wrong again. Open-world mechanics aren't forced public groups, and are impossible to turn off (or be invited to). 100% of credit is rewarded for participation in a kill regardless of the amount of participants; harvesting nodes are phased for all comers.

It would help, before you asserted things so forcefully, if you actually read about the mechanics of the game so that you could speak from a position of knowledge. Please do remember that people have been playing this game for years (multiple) now, with content that spans several level ranges and zones in the game, both with dynamic events and instanced personal story modes, as well as dungeons.
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Posted: Feb 12th 2012 5:52PM Spacegrass said

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Every character in Guild Wars 2 will have a healing skill, so I don't think having a designated healer will be necessary. I'm assuming that heavy-armor-wearers will have the best damage mitigation, but because combat involves actively dodging attacks, it shouldn't be as big a deal as in other games. Even if every class is equally good at damage, healing and tanking, there will be reason to play with others - whether because it allows you to take on greater challenges, or simply because it's more fun. I think eliminating the trinity will actually encourage players to group more, because they won't need to spend an hour spamming general chat to find a tank and a healer for their group.

As for the level grinding, I'm referring to the fact that, in most RPGs, one levels up more slowly as they progress into the game. In GW2, players should gain levels at a fairly consistent rate. I believe that this will keep the game from feeling tedious at high levels, as players won't have to spend days just to gain a level.

Forced public grouping may not be "new" or "innovative", but it hasn't been in any of MMOs I have experience with - WoW, LotRO, Rift and SWTOR. I'm tired of waiting ten minutes for a quest-related mob to respawn, surrounded by other players who refuse to group with me, only for the mob to be killed by someone else, and have to start the long wait all over again. MMO developers seem to underestimate how asocial most MMO players are.

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Posted: Feb 12th 2012 7:13PM Traptz said

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You should probably beef up your Guild Wars 2 knowledge before speaking about the game again.

As you can see from your post and the people commenting on your post..you're clueless to how this game is going to work.
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