Adding an open game world to the GW legacy and pumping it full with dynamic events was the best thing they ever decided but it seems they were hesitant to go the whole way in ditching the lobby-esque, artificial aspects from GW1 and make the whole open world experience truly immersive and realistic.
Zip-zapping around from points all over the map (once you discovered them) instead of using realistic ingame transportation (player controlled or not) is really a shame in my eyes. (As well as the no pvp allowed in that gameworld but that's another matter).
I don't see people zip-zapping all around the map.
You can only teleport to waypoints, so once you've done that, you run out into the world and stumble across a dynamic event. Dynamic events have to be densely packed so there's always at least one thing to do in an area because they aren't all running at the same time. Once you've run out into the world, there's no incentive to port back to a waypoint and have to run out again, you either follow the chain of the DEs to the next one, or just run down the road and find another one.
People are going to want to see new content as well, and that you can't just port to. You have to port as far as you can and then just start running to go find what you're gonna find. Even if you could just port from event to event to event, which you can't, there'd still be an incentive to go out and see new things rather than running over the same old ground.
If you had mounts, maybe it would be more immersive or realistic (maybe, considering how often mounts appear out of peoples' behinds) but it still wouldn't be any more fun. You'd have to ride out from central waypoints every time, past content you've seen before. And when you get to the new content, you're not on foot so you're zipping through it. GW2's system, for all its speed and unrealism, forces you to take in the new content in all its glory at least once.
"Gamers will no longer buy the argument that every MMO requires a subscription fee to offset server and bandwidth costs. It's not true you know it, and they know it."-Jeff Strain, co-founder of ArenaNet, 2007
My answer would be ... change gear levels and it's attributes. Make Pve gear endgame change according to the difficultity of a dungeon, and for pvp the gear can be maxxed out from start, since gear shouldn't matter in pvp as it didn't in guildwars 1, and by not mattering I mean each one thinks and makes his build without being in disadvantage. As in terms of PVE, I think the gear should be different, pve tends to get boring if you just go get something for the new look it has , for me per example, I never really cared enough to make dungeons to get that shiny weapon in the hardest dungeon available because simply put... mine has the same stats, and eye candy simply doesn't compel me to go get it.
I cant understand how travelling with a mount on a road without any threat for 10min makes more sense than just teleport and walk through a path with not much avoidable monsters. Much less sense mounts make, when you think about a DE like the Shatterer is running on the map but you couldnt get there because the event is too far away to get there in time
Adding an open game world to the GW legacy and pumping it full with dynamic events was the best thing they ever decided but it seems they were hesitant to go the whole way in ditching the lobby-esque, artificial aspects from GW1 and make the whole open world experience truly immersive and realistic.
Zip-zapping around from points all over the map (once you discovered them) instead of using realistic ingame transportation (player controlled or not) is really a shame in my eyes. (As well as the no pvp allowed in that gameworld but that's another matter).
I'm not a huge fan of less waypoints because when you hear about an event starting in an area, having to run all the way and maybe only arriving when it's almost or totally over would suck bigtime. That's why I think there are so many, because then you're really able to just jump into the action after a short run instead of being limited by where you happened to be at the time when you heard about an event. I've been in too many games where you have to get on your mount and ride, ride, ride, then ride some more and arrive when the action is all over. I mean mounts are fun at first, but if that's all you've got it gets tedious. No matter how much you like mounts, having only mounts and a lot less waypoints would be fun-limiting if you start to think about it. In games with static quests where you have to stand around a lot waiting for people it might work well, but in GW2 with its dynamic events that just start, regardless of players being ready for them or not, it would probably blow. And we wouldn't want GW2 to blow, now would we?
Waiting for Guild Wars 2, and maybe SWTOR until that time...
Dont make another EQ/WoW/Rift/ToR clone. There is enough of those on the market as is, plus a gazillion failed ones that followed the same model.
Be original, innovate for innovations sake, make the classes fun to play and engaging in combat, dont allow griefers to ruin someones day, get rid of the failed trinity system, and last but not least do away with raiding as the sole source of progression.
OHH WAIT, GW2 DOES THIS ALREADY.
Yup, this is why this game is so freaking damn high on the hype meter. Seriously though my only recomendation is dont flub up what you've already showed and make the WvWvW fun and reminscent of DAoC RvR.
Playing: GW2 Waiting on: TESO Next Flop: Planetside 2 Best MMO of all time: Asheron's Call - The first company to recreate AC will be the next greatest MMO.
I don't have many suggestions to give an obviously competant developer like ANet, but I do have one request from having played GW1: please please get better servers! Playing from Europe has been a laggy experience (frequent lagspikes and rubberbanding still).
I don't have many suggestions to give an obviously competant developer like ANet, but I do have one request from having played GW1: please please get better servers! Playing from Europe has been a laggy experience (frequent lagspikes and rubberbanding still).
What? I played from Sweden and had never had any problems whatsoever, not even in the US instances. Possibly on the rock scissor paper new year game...
I just have a 8/2Mb line, nothing impressive and EQ2s EU servers are unplayable for me (but for some reasons not the US servers).
I think they should reconsider the server reward for winning WvWvW.
If the server reward is important, then the unsuccessful servers will get deserted and only a few high populated servers will be active.
It reminds me of the bad favor system at the start of GW1.
I think only those that participate should get rewards.
This basic rule should also apply here: If you don't show up, you don't get paid.
They have talked about this at PAX and they said that the player that transfers to the server that won, will get the reward VERY late or not at all.
If you are on a server that have lost 3 times in a row you think it will most likely keep on loosing and you want to move to a successful server. Nothing to loose, you will eventually get rewards for new wins when you have stayed long enough on the new server.
I don't have many suggestions to give an obviously competant developer like ANet, but I do have one request from having played GW1: please please get better servers! Playing from Europe has been a laggy experience (frequent lagspikes and rubberbanding still).
What? I played from Sweden and had never had any problems whatsoever, not even in the US instances. Possibly on the rock scissor paper new year game...
I just have a 8/2Mb line, nothing impressive and EQ2s EU servers are unplayable for me (but for some reasons not the US servers).
after 512kbps internet speed doesn't mean a thing.
I bought GW1 recently, and the game as really bad lag, I usually play games with my torrents uploading/downloading, but now I bought a seedbox so I was really at lost with what the hell was appening to have 300ms on english servers when I usually have 30ms with torrents on in wow.
I went about to look at the problem and found out there is ssome issue with european connections at the moment, I am waiting a bit till that gets fixed before hopping back in GW1
My answer would be ... change gear levels and it's attributes. Make Pve gear endgame change according to the difficultity of a dungeon, and for pvp the gear can be maxxed out from start, since gear shouldn't matter in pvp as it didn't in guildwars 1, and by not mattering I mean each one thinks and makes his build without being in disadvantage. As in terms of PVE, I think the gear should be different, pve tends to get boring if you just go get something for the new look it has , for me per example, I never really cared enough to make dungeons to get that shiny weapon in the hardest dungeon available because simply put... mine has the same stats, and eye candy simply doesn't compel me to go get it.
ArenaNet has a different philosophy than other games, one of horizontal progression rather than vertical. Unfortunately, it's impossible to please everybody. In a vertical progression system, you raid harder and harder content to get better and better stuff. With a horizontal progression, you get better skins, (or unlock more traits, but your overall power doesn't really increase).
One thing it does allow though is for different methods for obtaining different stuff. In a game like WoW, it's hard to make crafting relevant. You can do it for specific bonuses, and you can have crafting stuff with materials obtained through raiding, but you can't have people crafting raid quality stuff without making raiding unnecessary. In GW2's system, you can probably get equivalent power of stuff through dungeons, crafting, pvp, or grinding karma. People have the flexibility to do what they really like to do when it comes to obtaining gear.
What I would suggest is to not make the shiny loot at the end of the dungeon your reason for doing it. Do it because it's fun, or because you want to play with your friends, or because it's a challenge, or so you can see different random events they put in them, or simply don't do them at all if you don't like them. It's really almost a strange concept to MMOs, being able to do whatever you find fun, and not being locked into a certain form of play because it's the only way to gain better stuff.
I really do think though that no game can make everybody happy, it's impossible. This in particular is a case where if what they're doing doesn't appeal to you, there's nothing you can do except hope another game fits your needs better.
Also, gear matters in world pvp, you go in with what you have though automatically sidekicked somewhat upwards (a level 40 will be stronger than a level 20 but neither will be a trivial opponent). In structured PVP everybody has everything available to them and are considered max level so that it will be a true test of skill.
"Gamers will no longer buy the argument that every MMO requires a subscription fee to offset server and bandwidth costs. It's not true you know it, and they know it."-Jeff Strain, co-founder of ArenaNet, 2007
Don't say your game is something that it isn't. GW2 is not the be all and end all of MMO's and MMO features. Be clear, concise and true to what your game is and don't waver.
I don't have many suggestions to give an obviously competant developer like ANet, but I do have one request from having played GW1: please please get better servers! Playing from Europe has been a laggy experience (frequent lagspikes and rubberbanding still).
What? I played from Sweden and had never had any problems whatsoever, not even in the US instances. Possibly on the rock scissor paper new year game...
I just have a 8/2Mb line, nothing impressive and EQ2s EU servers are unplayable for me (but for some reasons not the US servers).
after 512kbps internet speed doesn't mean a thing.
I bought GW1 recently, and the game as really bad lag, I usually play games with my torrents uploading/downloading, but now I bought a seedbox so I was really at lost with what the hell was appening to have 300ms on english servers when I usually have 30ms with torrents on in wow.
I went about to look at the problem and found out there is ssome issue with european connections at the moment, I am waiting a bit till that gets fixed before hopping back in GW1
I played the game for over a year and within that time only a few times on a weekend would I ever see some form of lag, usually if there were a lot of people in a starting town or large city, but it never effected my gameplay what so ever. ArenaNet did a great job from my playing experience for the time that I played GW. It sucks to hear people having bad experience, but even from my guild mates that are over sea's there experiences with the game has been pretty solid as well.
Wildstar (2013) & Elder Scroll Online (2013)
Playing: Diablo 3, WOW, Far Cry 3 & X-Com.
Enjoyed: WOW 5 1/2 yrs, LOTRO 3yrs, GW 1/2yr, DFO 1yr, EVE Online 3yrs, and Huxley (Beta).
Failed to impress: GW2 3months, Tera Online 6 months (best combat system in any MMO I've played) STO 1/4yr, Aion 1/2yr, AoC 1yr, CO, Fallen Earth, DDO, EQ2 1/2yr, WAR 1/2yr, Lineage 2 and FF XI 1/2yr, FF XIV.
My answer would be ... change gear levels and it's attributes. Make Pve gear endgame change according to the difficultity of a dungeon, and for pvp the gear can be maxxed out from start, since gear shouldn't matter in pvp as it didn't in guildwars 1, and by not mattering I mean each one thinks and makes his build without being in disadvantage. As in terms of PVE, I think the gear should be different, pve tends to get boring if you just go get something for the new look it has , for me per example, I never really cared enough to make dungeons to get that shiny weapon in the hardest dungeon available because simply put... mine has the same stats, and eye candy simply doesn't compel me to go get it.
ArenaNet has a different philosophy than other games, one of horizontal progression rather than vertical. Unfortunately, it's impossible to please everybody. In a vertical progression system, you raid harder and harder content to get better and better stuff. With a horizontal progression, you get better skins, (or unlock more traits, but your overall power doesn't really increase).
One thing it does allow though is for different methods for obtaining different stuff. In a game like WoW, it's hard to make crafting relevant. You can do it for specific bonuses, and you can have crafting stuff with materials obtained through raiding, but you can't have people crafting raid quality stuff without making raiding unnecessary. In GW2's system, you can probably get equivalent power of stuff through dungeons, crafting, pvp, or grinding karma. People have the flexibility to do what they really like to do when it comes to obtaining gear.
What I would suggest is to not make the shiny loot at the end of the dungeon your reason for doing it. Do it because it's fun, or because you want to play with your friends, or because it's a challenge, or so you can see different random events they put in them, or simply don't do them at all if you don't like them. It's really almost a strange concept to MMOs, being able to do whatever you find fun, and not being locked into a certain form of play because it's the only way to gain better stuff.
I really do think though that no game can make everybody happy, it's impossible. This in particular is a case where if what they're doing doesn't appeal to you, there's nothing you can do except hope another game fits your needs better.
Also, gear matters in world pvp, you go in with what you have though automatically sidekicked somewhat upwards (a level 40 will be stronger than a level 20 but neither will be a trivial opponent). In structured PVP everybody has everything available to them and are considered max level so that it will be a true test of skill.
I get what you're saying I do, but perhaps mmo's should go to a more diagonal progression, I think in Pvp the line should always be horizontal, no player should have any advantage except his skill with the game itself, but when I played guildwars 1 I liked some of the things and disliked others, but for some reason i always Left the game for several months and I always returned only to ask "why did I leave again?" and like i said, eye candy isn't all... of course you can do a dungeon by the sake of lore and it's contents, but after you do it, it just gets boring, and yes, I know gw2 will be different, they will have multiple paths each time you go, but that surely, can take you so far... so I think they should implement the gear change I mentioned earlier only to PVE side, and lets say you try to pvp with that gear? then it would be scalled down to the max pvp gear could have, there are many ways to implement things, and quite honestly, I think this change would be harmless, I actually think it would be better, because I can't be alone here, the human is greedy, and taking advantage of that, we like gear in our mmos, and besides QQing when we get owned in pvp by some dude with epicwtfgearz, we don't mind building up on pve gear... of course some people can disagree, but I can easily assume most part won't, and they could even make new loot and new dungeons come out from year to year, So every year it always has new stuff to do, and to get, that's what I think failed in guildwars, but, sure not my decision to make, after all we're just trowing thoughts in the air...
Comments
I don't see people zip-zapping all around the map.
You can only teleport to waypoints, so once you've done that, you run out into the world and stumble across a dynamic event. Dynamic events have to be densely packed so there's always at least one thing to do in an area because they aren't all running at the same time. Once you've run out into the world, there's no incentive to port back to a waypoint and have to run out again, you either follow the chain of the DEs to the next one, or just run down the road and find another one.
People are going to want to see new content as well, and that you can't just port to. You have to port as far as you can and then just start running to go find what you're gonna find. Even if you could just port from event to event to event, which you can't, there'd still be an incentive to go out and see new things rather than running over the same old ground.
If you had mounts, maybe it would be more immersive or realistic (maybe, considering how often mounts appear out of peoples' behinds) but it still wouldn't be any more fun. You'd have to ride out from central waypoints every time, past content you've seen before. And when you get to the new content, you're not on foot so you're zipping through it. GW2's system, for all its speed and unrealism, forces you to take in the new content in all its glory at least once.
"Gamers will no longer buy the argument that every MMO requires a subscription fee to offset server and bandwidth costs. It's not true you know it, and they know it." -Jeff Strain, co-founder of ArenaNet, 2007
THIS ^^
My answer would be ... change gear levels and it's attributes. Make Pve gear endgame change according to the difficultity of a dungeon, and for pvp the gear can be maxxed out from start, since gear shouldn't matter in pvp as it didn't in guildwars 1, and by not mattering I mean each one thinks and makes his build without being in disadvantage. As in terms of PVE, I think the gear should be different, pve tends to get boring if you just go get something for the new look it has , for me per example, I never really cared enough to make dungeons to get that shiny weapon in the hardest dungeon available because simply put... mine has the same stats, and eye candy simply doesn't compel me to go get it.
I cant understand how travelling with a mount on a road without any threat for 10min makes more sense than just teleport and walk through a path with not much avoidable monsters. Much less sense mounts make, when you think about a DE like the Shatterer is running on the map but you couldnt get there because the event is too far away to get there in time
I'm not a huge fan of less waypoints because when you hear about an event starting in an area, having to run all the way and maybe only arriving when it's almost or totally over would suck bigtime. That's why I think there are so many, because then you're really able to just jump into the action after a short run instead of being limited by where you happened to be at the time when you heard about an event. I've been in too many games where you have to get on your mount and ride, ride, ride, then ride some more and arrive when the action is all over. I mean mounts are fun at first, but if that's all you've got it gets tedious. No matter how much you like mounts, having only mounts and a lot less waypoints would be fun-limiting if you start to think about it. In games with static quests where you have to stand around a lot waiting for people it might work well, but in GW2 with its dynamic events that just start, regardless of players being ready for them or not, it would probably blow. And we wouldn't want GW2 to blow, now would we?
Waiting for Guild Wars 2, and maybe SWTOR until that time...
Dont make another EQ/WoW/Rift/ToR clone. There is enough of those on the market as is, plus a gazillion failed ones that followed the same model.
Be original, innovate for innovations sake, make the classes fun to play and engaging in combat, dont allow griefers to ruin someones day, get rid of the failed trinity system, and last but not least do away with raiding as the sole source of progression.
OHH WAIT, GW2 DOES THIS ALREADY.
Yup, this is why this game is so freaking damn high on the hype meter. Seriously though my only recomendation is dont flub up what you've already showed and make the WvWvW fun and reminscent of DAoC RvR.
Everything you need to know about Elder Scrolls Online
Playing: GW2
Waiting on: TESO
Next Flop: Planetside 2
Best MMO of all time: Asheron's Call - The first company to recreate AC will be the next greatest MMO.
I don't have many suggestions to give an obviously competant developer like ANet, but I do have one request from having played GW1: please please get better servers! Playing from Europe has been a laggy experience (frequent lagspikes and rubberbanding still).
Playing MUDs and MMOs since 1994.
What? I played from Sweden and had never had any problems whatsoever, not even in the US instances. Possibly on the rock scissor paper new year game...
I just have a 8/2Mb line, nothing impressive and EQ2s EU servers are unplayable for me (but for some reasons not the US servers).
TPS combat gameplay like Dragon Nest or Tera
Pardon my English as it is not my 1st language
It seems like you should play a thief, they are probably the closest to that in GW2. I know I will.
"Make every piece of content worth our while"
Guild Wars 2 Youtube Croatian Maniacs
My Guild Wars titles
Really?
I might try to play a Thief then.
Thanks
Pardon my English as it is not my 1st language
If you are on a server that have lost 3 times in a row you think it will most likely keep on loosing and you want to move to a successful server. Nothing to loose, you will eventually get rewards for new wins when you have stayed long enough on the new server.
after 512kbps internet speed doesn't mean a thing.
I bought GW1 recently, and the game as really bad lag, I usually play games with my torrents uploading/downloading, but now I bought a seedbox so I was really at lost with what the hell was appening to have 300ms on english servers when I usually have 30ms with torrents on in wow.
I went about to look at the problem and found out there is ssome issue with european connections at the moment, I am waiting a bit till that gets fixed before hopping back in GW1
EDIT: actually found the post https://forum.guildwars.com/forum/forums/news/Connectivity-Issues
"I am not a robot. I am a unicorn."
ArenaNet has a different philosophy than other games, one of horizontal progression rather than vertical. Unfortunately, it's impossible to please everybody. In a vertical progression system, you raid harder and harder content to get better and better stuff. With a horizontal progression, you get better skins, (or unlock more traits, but your overall power doesn't really increase).
One thing it does allow though is for different methods for obtaining different stuff. In a game like WoW, it's hard to make crafting relevant. You can do it for specific bonuses, and you can have crafting stuff with materials obtained through raiding, but you can't have people crafting raid quality stuff without making raiding unnecessary. In GW2's system, you can probably get equivalent power of stuff through dungeons, crafting, pvp, or grinding karma. People have the flexibility to do what they really like to do when it comes to obtaining gear.
What I would suggest is to not make the shiny loot at the end of the dungeon your reason for doing it. Do it because it's fun, or because you want to play with your friends, or because it's a challenge, or so you can see different random events they put in them, or simply don't do them at all if you don't like them. It's really almost a strange concept to MMOs, being able to do whatever you find fun, and not being locked into a certain form of play because it's the only way to gain better stuff.
I really do think though that no game can make everybody happy, it's impossible. This in particular is a case where if what they're doing doesn't appeal to you, there's nothing you can do except hope another game fits your needs better.
Also, gear matters in world pvp, you go in with what you have though automatically sidekicked somewhat upwards (a level 40 will be stronger than a level 20 but neither will be a trivial opponent). In structured PVP everybody has everything available to them and are considered max level so that it will be a true test of skill.
"Gamers will no longer buy the argument that every MMO requires a subscription fee to offset server and bandwidth costs. It's not true you know it, and they know it." -Jeff Strain, co-founder of ArenaNet, 2007
Stick with the vision.
Don't make content easier if people moan about explorable mode being too hard - keep it a challenge.
the same for me no more instance crap please
don't nerf the Mesmer, warriors will be QQing either way
Don't listen to the trolls...
Don't say your game is something that it isn't. GW2 is not the be all and end all of MMO's and MMO features. Be clear, concise and true to what your game is and don't waver.
I played the game for over a year and within that time only a few times on a weekend would I ever see some form of lag, usually if there were a lot of people in a starting town or large city, but it never effected my gameplay what so ever. ArenaNet did a great job from my playing experience for the time that I played GW. It sucks to hear people having bad experience, but even from my guild mates that are over sea's there experiences with the game has been pretty solid as well.
Wildstar (2013) & Elder Scroll Online (2013)
Playing: Diablo 3, WOW, Far Cry 3 & X-Com.
Enjoyed: WOW 5 1/2 yrs, LOTRO 3yrs, GW 1/2yr, DFO 1yr, EVE Online 3yrs, and Huxley (Beta).
Failed to impress: GW2 3months, Tera Online 6 months (best combat system in any MMO I've played) STO 1/4yr, Aion 1/2yr, AoC 1yr, CO, Fallen Earth, DDO, EQ2 1/2yr, WAR 1/2yr, Lineage 2 and FF XI 1/2yr, FF XIV.
keep up the good work.
Stick to your vision. Take criticism from publishers and players with a grain of salt.
Vault-Tec analysts have concluded that the odds of worldwide nuclear armaggeddon this decade are 17,143,762... to 1.
Don't make the game butt easy for the mass population of 8-12 year olds that will probably be playing this game.
I get what you're saying I do, but perhaps mmo's should go to a more diagonal progression, I think in Pvp the line should always be horizontal, no player should have any advantage except his skill with the game itself, but when I played guildwars 1 I liked some of the things and disliked others, but for some reason i always Left the game for several months and I always returned only to ask "why did I leave again?" and like i said, eye candy isn't all... of course you can do a dungeon by the sake of lore and it's contents, but after you do it, it just gets boring, and yes, I know gw2 will be different, they will have multiple paths each time you go, but that surely, can take you so far... so I think they should implement the gear change I mentioned earlier only to PVE side, and lets say you try to pvp with that gear? then it would be scalled down to the max pvp gear could have, there are many ways to implement things, and quite honestly, I think this change would be harmless, I actually think it would be better, because I can't be alone here, the human is greedy, and taking advantage of that, we like gear in our mmos, and besides QQing when we get owned in pvp by some dude with epicwtfgearz, we don't mind building up on pve gear... of course some people can disagree, but I can easily assume most part won't, and they could even make new loot and new dungeons come out from year to year, So every year it always has new stuff to do, and to get, that's what I think failed in guildwars, but, sure not my decision to make, after all we're just trowing thoughts in the air...