I am glad there are zones. Games like FFXIV tried to make massive environments and it lacked any form of variety. It was boring as hell. As long as the zones are as big as they say, I do not mind whatsoever.
(>^_^)> MMO Veteran <(^_^<) Currently Playing: Tera Online
The game looks beautiful and seems to be quite fun, and most of the design concepts are quite smart... But the "bad"s you listed there, oddly enough, include stuff I value much in MMOs, sometimes as much as combat play itself: Immersion, seamlesness, the feeling of being in a world - and even more, roaming that world to make uses of it through other means than combat.
The thing I'm not hearing about GW2 right now is the non-combat content. Yeah, there are the activities, but if I'm not mistaken, those are tied to cities. And there'S the standard crafting. What I'm curious about is: Is there stuff that lets you set a non-combat goal for yourself and just set out in the world to explore, find and get it?
Fishing in some MMOs, like LOTRO, is such an example. The mini-game itself may be somewhat boring, but through it you can set goals to yourself to, say, roam the whole of a continent looking to get those rare catches - which could reward you with something special if not exactly powerful.
Or take something like Vanguard's diplomacy, or WOW's archaelogy - they let you play the game in other spheres than combat.
It's an interesting option, being allowed to play like that, and seeing as ArenaNet is big on options, it would be fitting here.
So crafting and non seamless and instanced world are the two bads right now after beta. fair enough. I would sitll like to try the game and see it for myself though. I can ignore these two bads if rest of the game is awesome. I was never the one to make fuss about instanced zones anyways.
However, it would be interesting to see how those who hated SWTOR' instanced and walled in world would be ok with GW2..because well it is GW2.
If everything happens in one area, and there's no point to travel except to this or that quest hub, and the world looks dead, you'll have a point. So far, that isn't the case.
SWTOR being walled in. This makes 0 sense to me as there's so little zoning except for when you go in and out of your ship.
Honestly..... was this a joke comment? Am I getting trolled?
The story content=instanced.
Heroics=instanced.
Space= one gigantic f'ing instance.
Flashpoints = instanced
Now some of these things you might like. Some can be defended. But you can't say with a straight face that in TOR there is "so little zoning" The resources load in the background for most of these. But they are still instances.
I never had a problem with 4. and 3. on the bads, and 5. and 1. on the bads are irrelevant. Event crafting at this current time seems quite fun. I mean COOKING guys, COOKIN' XD
I'm wondering why is it that only blizzard can make a truly seemless world? For me, this was one of the most impressive parts of WoW, that you could go from one end of the world to another without zoning once. Why is it that more games don't also do this?
It's not truly seamless, evidenced by the fact that you go to a loadscreen if you get teleported any significant distance. It's just that the loading of resources is very well done, and those resources are teeny-tiny now, given the age of the game and the speed of modern machines.
Thanks, all these I know, but I'm referring to traveling on ground, and flying, there's no loading screen. At the background, im fine with it, because its at the background.
traveling will not deter open world pvp, the battle of tarren mall? Remember? Traveling together to pwn the other side, the organization, the anticipation, and finally imagine the opposition Scot saying :" SPOTTED LARGE GROUP OF HORDE HEADING TOWARDS STORMWIND!!! ".
but now? Enemies just appear in front of you, zzzzz ....
I'll still buy this game, because I love open world mobs, and a-net have done very well regarding the loooting system. We'll have to see how it goes.
I'm afraid you are indeed hyping me on this very game
Now about crafting, how "bad" is it? like Wow, Rift, TOR?
From what I have heard, crafting isn't great.
As someone very eloquently said on GW guru (I think) - the complaint about crafting seems to be this: Crafting is pretty unoriginal and lacklustre in the light of the fact that ANet innovated in other areas. That is, crafting isn't bad... just pretty much like WoW/RIFT, etc.
So that's the concern - why Arena Net didn't innovate in the crafting field as they did in other aspects of the game (shaking up the Holy Trinity for instance).
As for hype - I wouldn't be too concerned about it. This is Arena Net and not BioWare.
ArenaNet makes the features, then shows them off for what they are and let's the game speak for itself. BioWare's campaigns typically went like this, "Wait till next week guys, we have this AWESOME NEW feature to show you. It'll knock your socks off!" or "This WILL BE the best MMO ever! Be ready to yell, 'OMFGWTFBBQ!'" only to disappoint with the end result.
Just be a little wary of the potential GW2 playerbase. THEY might hype this game up by viewing it as the second coming.
"Never argue with a fool; onlookers may not be able to tell the difference."
So far all I am seeing is art and animations aka Rift, actually, Rift has it beat and I always felt Rift was rather bland in both of those departments. Hopefully they do a better job with the dynamic events because Rift's dynamic events are nothing special, just a series of random spawns that always seem to occur in the same places. After seeing the "Hopping House Elf" race and the race "Designed by Pedophiles" though, I just have lost almost all interest in this game. So much for the "New Thing".
"If half of what you tell me is a lie, how can I believe any of it?"
I'm wondering why is it that only blizzard can make a truly seemless world? For me, this was one of the most impressive parts of WoW, that you could go from one end of the world to another without zoning once. Why is it that more games don't also do this?
It's not truly seamless, evidenced by the fact that you go to a loadscreen if you get teleported any significant distance. It's just that the loading of resources is very well done, and those resources are teeny-tiny now, given the age of the game and the speed of modern machines.
Thanks, all these I know, but I'm referring to traveling on ground, and flying, there's no loading screen. At the background, im fine with it, because its at the background.
traveling will not deter open world pvp, the battle of tarren mall? Remember? Traveling together to pwn the other side, the organization, the anticipation, and finally imagine the opposition Scot saying :" SPOTTED LARGE GROUP OF HORDE HEADING TOWARDS STORMWIND!!! ".
but now? Enemies just appear in front of you, zzzzz ....
I'll still buy this game, because I love open world mobs, and a-net have done very well regarding the loooting system. We'll have to see how it goes.
There is no open-world PvP in GW2. There is server vs server vs server PvP in specific zones where, if you watched any recent videos, you'll see that there is a lot of "traveling together to pwn the other side, the organization, the anticipation... etc."
Also, I highly doubt that enemies will just appear in front of you.
So far all I am seeing is art and animations aka Rift, actually, Rift has it beat and I always felt Rift was rather bland in both of those departments. Hopefully they do a better job with the dynamic events because Rift's dynamic events are nothing special, just a series of random spawns that always seem to occur in the same places. After seeing the "Hopping House Elf" race and the race "Designed by Pedophiles" though, I just have lost almost all interest in this game. So much for the "New Thing".
Really? While Rift looks fine I think GW2 is a lot more beutiful, and that some of the animations are awesome. Heck, that thief jumping knife attack is the coolest thing I seen in any MMO.
But I guess taste matters, and good graphics ain´t the thing that really makes a game win or lose, or AoC would have been huge.
All you guys talking about WoW not being "zoned" and how that makes it the best game ever...
Whatever. Wake up.
There is plenty of zoning that goes on in WoW - you do it every time you get on a boat, or use your hearthstone. Every time you step into an instance. And then there's phasing, where you can be standing right next to your buddy, but if he/she isn't on the same part of a quest as you, you can't see (or help) each other.
There's plenty of zoning in WoW. Even going between each of the different areas (if you don't want to call them zones) you had long areas where the graphics had time to load up - a tunnel, a cave, a windy narrow passage, something somewhere - and then like magic, the colors were all different and you were in a new area. The flight paths are all very scripted (they even had a benchmark based on the flight paths and flight path optimization) - and even then, being forced to take some of the flight paths was slow chinese water torture (like say -- Darnassus to Silithus, where you'd be auto-flagged AFK and your screen saver would kick in).
It is far, very far from seamless. And now, in the current state of the game, you just sit around in your capitol city and wait for the queue to instantly teleport you to whereever you are supposed to be. Yeah, that's immersion...
REALLY bummed about zone portals between zones. Witnessing the terrain, weather, and atmosphere gradually transition as the music and mood shifts is probably my number one favorite aspect of exploring MMO worlds
The game looks beautiful and seems to be quite fun, and most of the design concepts are quite smart... But the "bad"s you listed there, oddly enough, include stuff I value much in MMOs, sometimes as much as combat play itself: Immersion, seamlesness, the feeling of being in a world - and even more, roaming that world to make uses of it through other means than combat.
The thing I'm not hearing about GW2 right now is the non-combat content. Yeah, there are the activities, but if I'm not mistaken, those are tied to cities. And there'S the standard crafting. What I'm curious about is: Is there stuff that lets you set a non-combat goal for yourself and just set out in the world to explore, find and get it?
Fishing in some MMOs, like LOTRO, is such an example. The mini-game itself may be somewhat boring, but through it you can set goals to yourself to, say, roam the whole of a continent looking to get those rare catches - which could reward you with something special if not exactly powerful.
Or take something like Vanguard's diplomacy, or WOW's archaelogy - they let you play the game in other spheres than combat.
It's an interesting option, being allowed to play like that, and seeing as ArenaNet is big on options, it would be fitting here.
Lol if you go by GW 1 mini games alone I wouldn't worry about non combat stuff in GW 2.
Like their mini games are literally like games their selves, they not half assed mini games.
Back in some 2010 footage they spoke abou mini games and how you'll have high scores and what not.
Snowball fights,bar brawl, and some other stuff. As well as carnivals and what not, I do how ever would like to see it [currently] but I know for a fact that far as social goes they aren't just using DE's.
GW 1 has a beetles minigame where you can even customize your appereance within that minigame after playing it a bit. I don't they they going to set the bar under GW 1 in GW 2.
Time will tell though.
I might get banned for this. - Rizel Star.
I'm not afraid to tell trolls what they [need] to hear, even if that means for me to have an forced absence afterwards.
P2P LOGIC = If it's P2P it means longevity, overall better game, and THE BEST SUPPORT EVER!!!!!(Which has been rinsed and repeated about a thousand times)
Common Sense Logic = P2P logic is no better than F2P Logic.
Technically, WoW isn't truly seamless, it's just got really big zones...
Zones (each on a separate server):
1) Eastern Kingdoms
2) Kalimdor
3) Outland + Draenei Starting Areas + Blood Elf Starting Areas
4) Northrend
5+) (Obvious) Dungeons/Raid Instance Servers
It just isn't that obvious because the zones are so large and separated by water. They are different instances, though. Sometimes one of the world servers will crash without the others and it will become more noticable.. That's not even counting phasing or the fact that each WoW world holds about 2-4k players at any one time (hence the large number of servers to split the playerbase up)... If you noticed in the recent server auction Blizz held, each 'world' consisted of four servers being auctioned instead of just one.
Ultima Online originally created a seamless world (no longer so). The tradeoff was they had to create multiple shards to limit the density on each server.
Even EVE Online, which technically has 1 'world' in which all players play is split up by system.
To be fair, I haven't been able to delve much into it. But at least the system seems ripe to make people work together and form an economy. It's honestly though, the least interesting part of the beta for me.
Will crafting and or gathering be required to make any kind of money in this game? Will we be dependent on crafters for the best gear or will they just offer options from the stuff that can drop as well?
I hate crafting, but so many games make it a requirement in order to either make money or get decent gear that never seems to drop otherwise.
Also - teleportation or/and extremly fast travel is the only thing that makes world PvP dynamic and involving. It is not funy at all to run 15 minutes to the place where the enemy was ganking your faction noobs to find the ganker is gone. In DCUO you can fly to the supposed enemy position in 1-2 minutes and kick some ass before they vanished. I'd love to see something like that in GW2.
There is no OWPvP in GW2. This is my only gripe about this game
I still don't get why I should fight the other servers, does it have any lore for this? It is an rpg after all. That apart it seems amazing, especially since it's buy to play!
First off, entire game is 'end-game.' If you want to know what I mean by that, do you're own research about Guild Wars 2. It's not your typical MMO, most people just assume MMO value = end game so no worries.
Secondly, longevity? Really? REALLY? For a B2P game? GW2 is NOT reliant for players to consistantly come back to playing for years on end. Players can play for 1 week or 5 years, in the end ArenaNet got their monies worth.
Keep in mind, personal story, 8 classes, hard-mode dungeons will bring players back after they done everything possible in PvE at level 80 Guild Wars 2.
Longevity in Guild Wars 2 will probably exactly be the same in WoW, "My friends are playing it."
Does that mean Guild Wars 2 will be a short game? Hell no.
What it does mean is that the game isn't designed with Grind in mind. It doesn't need pesky daily quests to keep players logging in or annoying quests that are built around getting items that have a 5% drop. The whole game is end-game, no need to grind to get to the good stuff. You fight your first epic boss at level 1, get cool gear, weapons and the whole shabang at the very start. When you do reach level 80, the game opens up with harder challenges.
I highly suggest watching this video preview. It's an excellent, well complied preview with lots of details.
First off, entire game is 'end-game.' If you want to know what I mean by that, do you're own research about Guild Wars 2. It's not your typical MMO, most people just assume MMO value = end game so no worries.
Secondly, longevity? Really? REALLY? For a B2P game? GW2 is NOT reliant for players to consistantly come back to playing for years on end. Players can play for 1 week or 5 years, in the end ArenaNet got their monies worth.
Keep in mind, personal story, 8 classes, hard-mode dungeons will bring players back after they done everything possible in PvE at level 80 Guild Wars 2.
Longevity in Guild Wars 2 will probably exactly be the same in WoW, "My friends are playing it."
Does that mean Guild Wars 2 will be a short game? Hell no.
What it does mean is that the game isn't designed with Grind in mind. It doesn't need pesky daily quests to keep players logging in or annoying quests that are built around getting items that have a 5% drop. The whole game is end-game, no need to grind to get to the good stuff. You fight your first epic boss at level 1, get cool gear, weapons and the whole shabang at the very start. When you do reach level 80, the game opens up with harder challenges.
I highly suggest watching this video preview. It's an excellent, well complied preview with lots of details.
Actually, you are wrong about ANet getting their monies worth if people don't play much. They are going to depend very much on the cash shop income and expansions in order to pay for the greater amount of monthly bandwidth a more persistent world tends to require over that of their lobby based game.
First off, entire game is 'end-game.' If you want to know what I mean by that, do you're own research about Guild Wars 2. It's not your typical MMO, most people just assume MMO value = end game so no worries.
Secondly, longevity? Really? REALLY? For a B2P game? GW2 is NOT reliant for players to consistantly come back to playing for years on end. Players can play for 1 week or 5 years, in the end ArenaNet got their monies worth.
Keep in mind, personal story, 8 classes, hard-mode dungeons will bring players back after they done everything possible in PvE at level 80 Guild Wars 2.
Longevity in Guild Wars 2 will probably exactly be the same in WoW, "My friends are playing it."
Does that mean Guild Wars 2 will be a short game? Hell no.
What it does mean is that the game isn't designed with Grind in mind. It doesn't need pesky daily quests to keep players logging in or annoying quests that are built around getting items that have a 5% drop. The whole game is end-game, no need to grind to get to the good stuff. You fight your first epic boss at level 1, get cool gear, weapons and the whole shabang at the very start. When you do reach level 80, the game opens up with harder challenges.
I highly suggest watching this video preview. It's an excellent, well complied preview with lots of details.
Actually, you are wrong about ANet getting their monies worth if people don't play much. They are going to depend very much on the cash shop income and expansions in order to pay for the greater amount of monthly bandwidth a more persistent world tends to require over that of their lobby based game.
Comments
I am glad there are zones. Games like FFXIV tried to make massive environments and it lacked any form of variety. It was boring as hell. As long as the zones are as big as they say, I do not mind whatsoever.
(>^_^)> MMO Veteran <(^_^<)
Currently Playing: Tera Online
The game looks beautiful and seems to be quite fun, and most of the design concepts are quite smart... But the "bad"s you listed there, oddly enough, include stuff I value much in MMOs, sometimes as much as combat play itself: Immersion, seamlesness, the feeling of being in a world - and even more, roaming that world to make uses of it through other means than combat.
The thing I'm not hearing about GW2 right now is the non-combat content. Yeah, there are the activities, but if I'm not mistaken, those are tied to cities. And there'S the standard crafting. What I'm curious about is: Is there stuff that lets you set a non-combat goal for yourself and just set out in the world to explore, find and get it?
Fishing in some MMOs, like LOTRO, is such an example. The mini-game itself may be somewhat boring, but through it you can set goals to yourself to, say, roam the whole of a continent looking to get those rare catches - which could reward you with something special if not exactly powerful.
Or take something like Vanguard's diplomacy, or WOW's archaelogy - they let you play the game in other spheres than combat.
It's an interesting option, being allowed to play like that, and seeing as ArenaNet is big on options, it would be fitting here.
If everything happens in one area, and there's no point to travel except to this or that quest hub, and the world looks dead, you'll have a point. So far, that isn't the case.
Honestly..... was this a joke comment? Am I getting trolled?
The story content=instanced.
Heroics=instanced.
Space= one gigantic f'ing instance.
Flashpoints = instanced
Now some of these things you might like. Some can be defended. But you can't say with a straight face that in TOR there is "so little zoning" The resources load in the background for most of these. But they are still instances.
I never had a problem with 4. and 3. on the bads, and 5. and 1. on the bads are irrelevant. Event crafting at this current time seems quite fun. I mean COOKING guys, COOKIN' XD
UO had teleports - hell you could bind your own locations.
I loved the Runebook system.
I'll take instant teleports with a quick load screen over flight points any day.
It's not truly seamless, evidenced by the fact that you go to a loadscreen if you get teleported any significant distance. It's just that the loading of resources is very well done, and those resources are teeny-tiny now, given the age of the game and the speed of modern machines.
traveling will not deter open world pvp, the battle of tarren mall? Remember? Traveling together to pwn the other side, the organization, the anticipation, and finally imagine the opposition Scot saying :" SPOTTED LARGE GROUP OF HORDE HEADING TOWARDS STORMWIND!!! ".
but now? Enemies just appear in front of you, zzzzz ....
I'll still buy this game, because I love open world mobs, and a-net have done very well regarding the loooting system. We'll have to see how it goes.
RIP Orc Choppa
I'm afraid you are indeed hyping me on this very game
Now about crafting, how "bad" is it? like Wow, Rift, TOR?
"Never argue with a fool; onlookers may not be able to tell the difference."
I need to take this advice more.
So far all I am seeing is art and animations aka Rift, actually, Rift has it beat and I always felt Rift was rather bland in both of those departments. Hopefully they do a better job with the dynamic events because Rift's dynamic events are nothing special, just a series of random spawns that always seem to occur in the same places. After seeing the "Hopping House Elf" race and the race "Designed by Pedophiles" though, I just have lost almost all interest in this game. So much for the "New Thing".
"If half of what you tell me is a lie, how can I believe any of it?"
There is no open-world PvP in GW2. There is server vs server vs server PvP in specific zones where, if you watched any recent videos, you'll see that there is a lot of "traveling together to pwn the other side, the organization, the anticipation... etc."
Also, I highly doubt that enemies will just appear in front of you.
Really? While Rift looks fine I think GW2 is a lot more beutiful, and that some of the animations are awesome. Heck, that thief jumping knife attack is the coolest thing I seen in any MMO.
But I guess taste matters, and good graphics ain´t the thing that really makes a game win or lose, or AoC would have been huge.
All you guys talking about WoW not being "zoned" and how that makes it the best game ever...
Whatever. Wake up.
There is plenty of zoning that goes on in WoW - you do it every time you get on a boat, or use your hearthstone. Every time you step into an instance. And then there's phasing, where you can be standing right next to your buddy, but if he/she isn't on the same part of a quest as you, you can't see (or help) each other.
There's plenty of zoning in WoW. Even going between each of the different areas (if you don't want to call them zones) you had long areas where the graphics had time to load up - a tunnel, a cave, a windy narrow passage, something somewhere - and then like magic, the colors were all different and you were in a new area. The flight paths are all very scripted (they even had a benchmark based on the flight paths and flight path optimization) - and even then, being forced to take some of the flight paths was slow chinese water torture (like say -- Darnassus to Silithus, where you'd be auto-flagged AFK and your screen saver would kick in).
It is far, very far from seamless. And now, in the current state of the game, you just sit around in your capitol city and wait for the queue to instantly teleport you to whereever you are supposed to be. Yeah, that's immersion...
REALLY bummed about zone portals between zones. Witnessing the terrain, weather, and atmosphere gradually transition as the music and mood shifts is probably my number one favorite aspect of exploring MMO worlds
Lol if you go by GW 1 mini games alone I wouldn't worry about non combat stuff in GW 2.
Like their mini games are literally like games their selves, they not half assed mini games.
Back in some 2010 footage they spoke abou mini games and how you'll have high scores and what not.
Snowball fights,bar brawl, and some other stuff. As well as carnivals and what not, I do how ever would like to see it [currently] but I know for a fact that far as social goes they aren't just using DE's.
GW 1 has a beetles minigame where you can even customize your appereance within that minigame after playing it a bit. I don't they they going to set the bar under GW 1 in GW 2.
Time will tell though.
I might get banned for this. - Rizel Star.
I'm not afraid to tell trolls what they [need] to hear, even if that means for me to have an forced absence afterwards.
P2P LOGIC = If it's P2P it means longevity, overall better game, and THE BEST SUPPORT EVER!!!!!(Which has been rinsed and repeated about a thousand times)
Common Sense Logic = P2P logic is no better than F2P Logic.
We'll see.....
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
Technically, WoW isn't truly seamless, it's just got really big zones...
Zones (each on a separate server):
1) Eastern Kingdoms
2) Kalimdor
3) Outland + Draenei Starting Areas + Blood Elf Starting Areas
4) Northrend
5+) (Obvious) Dungeons/Raid Instance Servers
It just isn't that obvious because the zones are so large and separated by water. They are different instances, though. Sometimes one of the world servers will crash without the others and it will become more noticable.. That's not even counting phasing or the fact that each WoW world holds about 2-4k players at any one time (hence the large number of servers to split the playerbase up)... If you noticed in the recent server auction Blizz held, each 'world' consisted of four servers being auctioned instead of just one.
Ultima Online originally created a seamless world (no longer so). The tradeoff was they had to create multiple shards to limit the density on each server.
Even EVE Online, which technically has 1 'world' in which all players play is split up by system.
Will crafting and or gathering be required to make any kind of money in this game? Will we be dependent on crafters for the best gear or will they just offer options from the stuff that can drop as well?
I hate crafting, but so many games make it a requirement in order to either make money or get decent gear that never seems to drop otherwise.
There is no OWPvP in GW2. This is my only gripe about this game
THIS.
I do not see the point of a so called "seamless world" where it is nothing but you traveling on a speeder/mount on a predetermined path.
If I can teleport somewhere and play the game faster, yes please.
That apart it seems amazing, especially since it's buy to play!
First off, entire game is 'end-game.' If you want to know what I mean by that, do you're own research about Guild Wars 2. It's not your typical MMO, most people just assume MMO value = end game so no worries.
Secondly, longevity? Really? REALLY? For a B2P game? GW2 is NOT reliant for players to consistantly come back to playing for years on end. Players can play for 1 week or 5 years, in the end ArenaNet got their monies worth.
Keep in mind, personal story, 8 classes, hard-mode dungeons will bring players back after they done everything possible in PvE at level 80 Guild Wars 2.
Longevity in Guild Wars 2 will probably exactly be the same in WoW, "My friends are playing it."
Does that mean Guild Wars 2 will be a short game? Hell no.
What it does mean is that the game isn't designed with Grind in mind. It doesn't need pesky daily quests to keep players logging in or annoying quests that are built around getting items that have a 5% drop. The whole game is end-game, no need to grind to get to the good stuff. You fight your first epic boss at level 1, get cool gear, weapons and the whole shabang at the very start. When you do reach level 80, the game opens up with harder challenges.
I highly suggest watching this video preview. It's an excellent, well complied preview with lots of details.
Actually, you are wrong about ANet getting their monies worth if people don't play much. They are going to depend very much on the cash shop income and expansions in order to pay for the greater amount of monthly bandwidth a more persistent world tends to require over that of their lobby based game.
Skeptics ¯(°_o)/¯
really? L2 wasn't seamless and came out before WoW? cause I recall it that way