Private areas stink
Ephes Dammim
WoW player here and one of the things that kind of makes things a little boring for me is that GW gives you your own private area when leaving main cities and districts. That is fine for lower levels and picking your 2 professions, but not after that. It's just well.. boring.
Something that I think would be cool is if private areas were almost eliminated from the game. Have all areas public, so everyone can play together at once.
In WoW, you can run all over the place and meet all sorts of people, not just in main cities.
GW is supposedly about teamwork, so why not make the world of GW totally public? It's a lot easier to form alliances and friends when we can see everyone all the time. Know what I mean?
There's nothing better than seeing reinforcements walk up and help defeat the enemy when your group is getting slaughtered.
Something that I think would be cool is if private areas were almost eliminated from the game. Have all areas public, so everyone can play together at once.
In WoW, you can run all over the place and meet all sorts of people, not just in main cities.
GW is supposedly about teamwork, so why not make the world of GW totally public? It's a lot easier to form alliances and friends when we can see everyone all the time. Know what I mean?
There's nothing better than seeing reinforcements walk up and help defeat the enemy when your group is getting slaughtered.
Arkantos
2 letters: No. I dont even want to say why.
MegaMouse
In WoW you have a rather llarge installed base of players that expect to be able to go anywhere but in guild wars its more about teamwork. To put it in another term you only want one person to drive a car at a time not 2. Guild Wars is more of a skilled game than WoW in that you have to become good with a limited amount of skills and players to get the job done,the system is set up that way to prevent players from breezing through the game then quiting. Now I do agree that there should be a couple areas that can be deesignated as "open" areas where anyone can come and go and no-one is safe from attack. These just need to be planned carefully and can make a great addition to the guild battles. Have these areas from new maps outside of the arenas and open to anyone willing to take a chance.
MegaMouse
MegaMouse
Vilaptca
Theres a reason we aren't paying $15 a month
ElRey
To quote Arkantos.
2 Letters. No.
GW is fine like it is.
2 Letters. No.
GW is fine like it is.
Venice Queen
No. Never. Ever.
draxynnic
There are some good reasons for it.
The first advantage with private areas is that you don't need to worry about someone else taking out your target before you get there, which is something I've heard can be a problem in more traditional MMOs. Also, because instances of the world don't need to be 'persistant', you don't need to worry about respawns appearing on top of you - except, of course, for those creatures for whom appearing on top of you is their tactic (but in this case, once you clear them out, they aren't going to mysteriously reappear until you change maps).
In discussion of having reinforcements appear mid-battle: No, you don't get that. On the other hand, you don't need to worry about being trained by the monsters some other group couldn't handle, either. What happens to you is entirely your responsibility and that of your party - no one is going to save your bacon apart from you, but if anyone is going to screw you up, it is, with the exception of the odd multi-party mission, going to be someone you chose to come with in the first place - and if they show themselves to be a griefer, you can put a stop to it by leaving them behind next time.
Overall, the way I think of it is that GW is more story-based than WoW. The impression I get with WoW is that you're given the world, and there are various things going on in the world, but it isn't in quite the same sense of flux as the GW world (and the Warcraft world during WC3 and FT) - and even then allowing quests in the persistent world leads to a little sillyness (I remember being told a story about an NPC who's been informed of his wife's death thousands of times and still doesn't believe). I don't think anyone's suspension of disbelief would be maintained if, on doing a mission or a major quest, they meet someone else on the way back who's done the same... "Oh, sorry, we just killed the frost drake, but if you wait a few minutes he'll come back for you as well."
And that brings up the other issue with persistant worlds: Although Guild Wars hasn't made as much use of this as it was originally going to, it is possible to do nasty things to the terrain at points in the game. WIthout instancing, you'd need to either leave the terrain static, or you'd need to have the terrain reforming at regular intervals (which, depending on the terrain piece in question, makes things even sillier than respawning monsters)
The first advantage with private areas is that you don't need to worry about someone else taking out your target before you get there, which is something I've heard can be a problem in more traditional MMOs. Also, because instances of the world don't need to be 'persistant', you don't need to worry about respawns appearing on top of you - except, of course, for those creatures for whom appearing on top of you is their tactic (but in this case, once you clear them out, they aren't going to mysteriously reappear until you change maps).
In discussion of having reinforcements appear mid-battle: No, you don't get that. On the other hand, you don't need to worry about being trained by the monsters some other group couldn't handle, either. What happens to you is entirely your responsibility and that of your party - no one is going to save your bacon apart from you, but if anyone is going to screw you up, it is, with the exception of the odd multi-party mission, going to be someone you chose to come with in the first place - and if they show themselves to be a griefer, you can put a stop to it by leaving them behind next time.
Overall, the way I think of it is that GW is more story-based than WoW. The impression I get with WoW is that you're given the world, and there are various things going on in the world, but it isn't in quite the same sense of flux as the GW world (and the Warcraft world during WC3 and FT) - and even then allowing quests in the persistent world leads to a little sillyness (I remember being told a story about an NPC who's been informed of his wife's death thousands of times and still doesn't believe). I don't think anyone's suspension of disbelief would be maintained if, on doing a mission or a major quest, they meet someone else on the way back who's done the same... "Oh, sorry, we just killed the frost drake, but if you wait a few minutes he'll come back for you as well."
And that brings up the other issue with persistant worlds: Although Guild Wars hasn't made as much use of this as it was originally going to, it is possible to do nasty things to the terrain at points in the game. WIthout instancing, you'd need to either leave the terrain static, or you'd need to have the terrain reforming at regular intervals (which, depending on the terrain piece in question, makes things even sillier than respawning monsters)
Nevin
Quote:
Originally Posted by draxynnic
There are some good reasons for it.
The first advantage with private areas is that you don't need to worry about someone else taking out your target before you get there, which is something I've heard can be a problem in more traditional MMOs. Also, because instances of the world don't need to be 'persistant', you don't need to worry about respawns appearing on top of you - except, of course, for those creatures for whom appearing on top of you is their tactic (but in this case, once you clear them out, they aren't going to mysteriously reappear until you change maps). In discussion of having reinforcements appear mid-battle: No, you don't get that. On the other hand, you don't need to worry about being trained by the monsters some other group couldn't handle, either. What happens to you is entirely your responsibility and that of your party - no one is going to save your bacon apart from you, but if anyone is going to screw you up, it is, with the exception of the odd multi-party mission, going to be someone you chose to come with in the first place - and if they show themselves to be a griefer, you can put a stop to it by leaving them behind next time. Overall, the way I think of it is that GW is more story-based than WoW. The impression I get with WoW is that you're given the world, and there are various things going on in the world, but it isn't in quite the same sense of flux as the GW world (and the Warcraft world during WC3 and FT) - and even then allowing quests in the persistent world leads to a little sillyness (I remember being told a story about an NPC who's been informed of his wife's death thousands of times and still doesn't believe). I don't think anyone's suspension of disbelief would be maintained if, on doing a mission or a major quest, they meet someone else on the way back who's done the same... "Oh, sorry, we just killed the frost drake, but if you wait a few minutes he'll come back for you as well." And that brings up the other issue with persistant worlds: Although Guild Wars hasn't made as much use of this as it was originally going to, it is possible to do nasty things to the terrain at points in the game. WIthout instancing, you'd need to either leave the terrain static, or you'd need to have the terrain reforming at regular intervals (which, depending on the terrain piece in question, makes things even sillier than respawning monsters) |
Numa Pompilius
The "everything is instanced" is the single biggest selling point of GW for me. I played EQ2 on a role-playing server, and there is nothing which breaks immersion worse when you're out on an epic quest than having to wait for the Lord of Penultimate Evil to respawn because those other random guys milling around just killed him. Well, except possibly when the other random guys are talking about how great Justin Timberlake is.
Instancing FTW.
Instancing FTW.
Ephes Dammim
Thanks for the nifty replies. The main purpose for opening up the whole world to everyone is making it easier to meet people and form alliances. I've met some really nice people in WoW in a much faster period of time than in GW becuase of all the open areas.
It is a lot easier to form a group in GW, but I've also noticed a bit more hostility when forming groups in this game. That is unfortunate, but it does seem to happen quite a bit.
Oh ya...Someone mentioned kill stealers. It doesn't really matter in GW because you get very little XP from killing creatures. You get the real XP by completing missions and intances, so IMHO that statement is pretty null and void. I pretty much just kill only the enemies I have to and run through the missions super fast.
Thanks for the replies. I hope to see some of you out there.
It is a lot easier to form a group in GW, but I've also noticed a bit more hostility when forming groups in this game. That is unfortunate, but it does seem to happen quite a bit.
Oh ya...Someone mentioned kill stealers. It doesn't really matter in GW because you get very little XP from killing creatures. You get the real XP by completing missions and intances, so IMHO that statement is pretty null and void. I pretty much just kill only the enemies I have to and run through the missions super fast.
Thanks for the replies. I hope to see some of you out there.
CHUIU
Whats that? Add monthly fees, spawn campers, kill stealers, and make the game more like a game its not (WoW)? YES! LETS DO IT! Deface everything Guild Wars strives to be!
TheLordOfBlah
Quote:
Originally Posted by Ephes Dammim
Thanks for the nifty replies. The main purpose for opening up the whole world to everyone is making it easier to meet people and form alliances. I've met some really nice people in WoW in a much faster period of time than in GW becuase of all the open areas.
It is a lot easier to form a group in GW, but I've also noticed a bit more hostility when forming groups in this game. That is unfortunate, but it does seem to happen quite a bit. Oh ya...Someone mentioned kill stealers. It doesn't really matter in GW because you get very little XP from killing creatures. You get the real XP by completing missions and intances, so IMHO that statement is pretty null and void. I pretty much just kill only the enemies I have to and run through the missions super fast. Thanks for the replies. I hope to see some of you out there. |
Too many people in one zone at once makes getting anywhere and getting anything done easy. And what about places like FOW/UW/Tombs?
Ephes Dammim
Quote:
Originally Posted by CHUIU
Whats that? Add monthly fees, spawn campers, kill stealers, and make the game more like a game its not (WoW)? YES! LETS DO IT! Deface everything Guild Wars strives to be!
|
I think you missed my point. I'm not saying turn the game into WoW. I'm just saying to impliment one of the bonus' of it. Forget monthly fees man. I can't afford the game right now. That's why I'm playing GW. :P
If you're talking about boss type spawn camping, then yes it does exist, but stealing the kill is a rareity.
Besides, The vast majority of players will ask if someone is waiting for the spawn. If the answer is yes, then the first person is allowed the first hit. However, most of the time they form a group.. share the quest and both waste the boss getting full credit.
About the regular kills, like I said before, It doesn't really matter because you get so little XP from killing monsters. If you are killing every single monster, then you're wasting time IMHO.
Ephes Dammim
Quote:
Originally Posted by TheLordOfBlah
Very little experience? Unter that logic, powerleveling shouldnt work as it is.
Too many people in one zone at once makes getting anywhere and getting anything done easy. And what about places like FOW/UW/Tombs? |
It's ridiculously easy to level in GW, so what's the point in powerleveling? A person can get to level 20 in no time at all. I've gotten to level 20 in under 15 total hours, and I'm sure there's people that have done it in less time then that. It's called grinding my friend Grab some henchies and roll through the quests and blam.. ur lvl20
I mean you can get to lvl 10/11 without even going to the first coop mission area. Just do all the side quests. Particularly at the beginning.. Do every quest for every class before you choose the secondary profession. Easy as pie
fallot
You're playing the wrong game.
Sli Ander
Instancing has its ups and downs: it forces team work, but then there is more resentment towards certain players when looking for a team.
It does negate the problem of kill stealing and things like that. But while I enjoy being able to go out in the middle of nowhere to my "special spot", I'd also like to wander around with other people. So it would be nice if they could toss in a couple of pvp areas where you can stake out your territory and defy all comers.
Other than that, I think instances should be kept as a major component because they keep the game unique and simple. But tossing out a couple of noninstanced areas isn't going to hurt anybody(as long as they're nonessential to the story) and will add some variety to the areas and gaming.
It does negate the problem of kill stealing and things like that. But while I enjoy being able to go out in the middle of nowhere to my "special spot", I'd also like to wander around with other people. So it would be nice if they could toss in a couple of pvp areas where you can stake out your territory and defy all comers.
Other than that, I think instances should be kept as a major component because they keep the game unique and simple. But tossing out a couple of noninstanced areas isn't going to hurt anybody(as long as they're nonessential to the story) and will add some variety to the areas and gaming.
actionjack
"Instanized World" is a word you should look up.
For such thing, (I take you want a public join exploration area), you need to make mob spawnable, which, I don't really see it happening. There are many other points to why GW can not do as you ask, which I am sure many other will tell you that.
The more important question is "Why should GW be like WoW?" There are just many MMO out there, why should GW be like one of them? Enjoy GW for what it is and the differnt game play it offer to you. If not, there are many other free grinding traditional MMO out there (including free WoW... if you know what I hint), which could better fix your fix.
Or you can try to suggest a palusible way of adding such public hunting area to current GW's enviroment with out throwing off balance, like some who had tried before.
For such thing, (I take you want a public join exploration area), you need to make mob spawnable, which, I don't really see it happening. There are many other points to why GW can not do as you ask, which I am sure many other will tell you that.
The more important question is "Why should GW be like WoW?" There are just many MMO out there, why should GW be like one of them? Enjoy GW for what it is and the differnt game play it offer to you. If not, there are many other free grinding traditional MMO out there (including free WoW... if you know what I hint), which could better fix your fix.
Or you can try to suggest a palusible way of adding such public hunting area to current GW's enviroment with out throwing off balance, like some who had tried before.
IrishCatholicNewYorker
I think it would be kinda cool if you could challenge people to fight in public areas and others could spectate. You could challenge them to a fight then they could accept or decline... and others could watch the fight and maybe place bets. Just a thought
Misc Merik
Quote:
Originally Posted by IrishCatholicNewYorker
I think it would be kinda cool if you could challenge people to fight in public areas and others could spectate. You could challenge them to a fight then they could accept or decline... and others could watch the fight and maybe place bets. Just a thought
|
Decline= turn off local
Accept= leave it on and comment to the random people
good times
In reference to the op GW isnt for you if you dont like having your own copy of the world. I happen to enjoy not being pked and having my loot stolen from me because kid mcwiggles is lvl X and will do whatever he pleases.
TheLordOfBlah
Quote:
Originally Posted by Ephes Dammim
If you're worried about powerleveling, then raise the level cap.
It's ridiculously easy to level in GW, so what's the point in powerleveling? A person can get to level 20 in no time at all. I've gotten to level 20 in under 15 total hours, and I'm sure there's people that have done it in less time then that. It's called grinding my friend Grab some henchies and roll through the quests and blam.. ur lvl20 I mean you can get to lvl 10/11 without even going to the first coop mission area. Just do all the side quests. Particularly at the beginning.. Do every quest for every class before you choose the secondary profession. Easy as pie |
RTSFirebat
Never going to happen.
We already have private areas, they are called Guild Halls.
We already have private areas, they are called Guild Halls.
shardfenix
If areas in Guild Wars weren't "instances", runners wouldn't be needed as things would by dying all over the place. Also, it makes it much easier for you to do quests when everything in the area is dead.
Maybe there should be SOME areas that are dynamic in later expansions.
Maybe there should be SOME areas that are dynamic in later expansions.
xiaotsu
Quote:
Originally Posted by fallot
You're playing the wrong game.
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lyra_song
While i dont agree that the whole game should become persistant, i will agree that GW could use some more areas for player interaction OTHER than towns.
That being said. We need static exploration zones.
Lets call them...oh i dunno.... PARKS~
Imagine basically a map where bad guys spawn, where weapons and skills can be used, but it functions like a town. You only see your own armor in full detail.
you can build and break parties, you can sit there and AFK, theres no map travel though, no loot or gold dropping, no PK/KSing.
The problem lies in, the number of players who would lag the place.
That being said. We need static exploration zones.
Lets call them...oh i dunno.... PARKS~
Imagine basically a map where bad guys spawn, where weapons and skills can be used, but it functions like a town. You only see your own armor in full detail.
you can build and break parties, you can sit there and AFK, theres no map travel though, no loot or gold dropping, no PK/KSing.
The problem lies in, the number of players who would lag the place.
RTSFirebat
Quote:
Originally Posted by lyra_song
The problem lies in, the number of players who would lag the place.
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Eldin
Leave GW the way it is. It was never meant to be one of those "grind" MMORPGs. Private areas allow for prevention of killstealing/looting, and allow for more realism. If a party is on a quest, a specific npc may spawn for the quest. If everybody played on one world, it would be messed up, having this npc around that is no use to your group, and some areas such as SF were not meant to be full of people.
I would like the idea of parks, though.
I would like the idea of parks, though.
Carinae
I wouldn't mind if cities were non-instanced, essentially having only 1 district per each town. But, not the combat areas outside towns.
Dumbassturtle
Hmm though it would be nice to have some non required areas for all to go and kick around, that creates a lot of load on servers and the need for more of them (i.e. more cost to anet). I believe the instanced focus of gw is one of the reasons that keeps it from needing a monthly fee.
Vangor
Great, 100 people in a zone killing the 100 monsters in a zone all of which are using their abilities in your view, farming greens, with chests spawning and respawning around, running through areas or attempting to steal quest kills and drops when others are already around. Uninstanced worlds are inherently combative, in every MMO I have ever been in, starting back with UO, there was always a very simplistic system that wasted a lot of time and turned into confrontations more often than not. Whether you were locking down spawn rooms for experience, or covering quest mobs, or running in to steal them, or farming loot items, the fact is it generally took twice as long for you to get what you wanted.
There is almost no thing inside any nearby outpost that is not advertised for grouping. Want to farm for greens, groups do this often enough, or you can advertise yourself and get enough people. Doing a quest, these are done a great deal of the time in any outpost. Need to run somewhere, set up a run group or get a professional runner. Complete the mission, well those are very obvious since everyone in those mission zones are always looking for group.
Then, after that, you do not call for help, you do not have to worry about others, you do not need to involve yourself in their quests or get them involved in your own, get kills stolen or wait in line, or hope for a part of that group that is already camping what you want, or compete with other groups for kills.
There is absolutely no reason instancing should not happen within WoW, it is idiotic to get ganked while exping off of monsters, and I did this to people a great deal because I was 60 far too quickly. It is also stupid to see ten different people cutting through bandits in a mine, trying for the same mineral veins,t he same chests, the same quest npcs, even groups would compete, when you could set out as a group of five from town immediately into your own private cave to do your quest. Instead, only dungeons are instanced, and these create huge problems much of the time for resetting, when there are a thousand areas out in the world which could as easily be instanced to everyone's satisfaction.
The only thing you'd kill would be a necessity to travel constantly and being attacked by monsters you do not care about and inevitably slowed, or have to fight in a useless pvp battle, since those with any real worth are instanced already as much as GW is.
There is almost no thing inside any nearby outpost that is not advertised for grouping. Want to farm for greens, groups do this often enough, or you can advertise yourself and get enough people. Doing a quest, these are done a great deal of the time in any outpost. Need to run somewhere, set up a run group or get a professional runner. Complete the mission, well those are very obvious since everyone in those mission zones are always looking for group.
Then, after that, you do not call for help, you do not have to worry about others, you do not need to involve yourself in their quests or get them involved in your own, get kills stolen or wait in line, or hope for a part of that group that is already camping what you want, or compete with other groups for kills.
There is absolutely no reason instancing should not happen within WoW, it is idiotic to get ganked while exping off of monsters, and I did this to people a great deal because I was 60 far too quickly. It is also stupid to see ten different people cutting through bandits in a mine, trying for the same mineral veins,t he same chests, the same quest npcs, even groups would compete, when you could set out as a group of five from town immediately into your own private cave to do your quest. Instead, only dungeons are instanced, and these create huge problems much of the time for resetting, when there are a thousand areas out in the world which could as easily be instanced to everyone's satisfaction.
The only thing you'd kill would be a necessity to travel constantly and being attacked by monsters you do not care about and inevitably slowed, or have to fight in a useless pvp battle, since those with any real worth are instanced already as much as GW is.
Age
Quote:
Originally Posted by Vilaptca
Theres a reason we aren't paying $15 a month
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samifly
I think it would be nice to have parks like lyra said. I was thinking why not make the isle of nameless (or something similar) a park where you can meet people?
blademan176
I think there are certain areas that would be good public, maybe really BIG areas such as a place in the desert or shiverpeaks, but otherwise I think the game is great how it is and shouldnt be changed in that respect. Especially since I'm pretty sure the private areas increase performance.
BahamutKaiser
You may as well ask for Zeldas Link to be replaced with Cloud Striffe.
Instanced based gameplay is what seperates this from an MMO, and the gameplay thus is different, for people who don't like the MMO environment.
If your a WoW player, than keep playing WoW, don't come here and play GW expecting WoW. GW > WoW, stop trying to push flaws onto a better game.
Instanced based gameplay is what seperates this from an MMO, and the gameplay thus is different, for people who don't like the MMO environment.
If your a WoW player, than keep playing WoW, don't come here and play GW expecting WoW. GW > WoW, stop trying to push flaws onto a better game.
David Lionmaster
Quote:
Originally Posted by Ephes Dammim
If you're worried about powerleveling, then raise the level cap.
It's ridiculously easy to level in GW, so what's the point in powerleveling? A person can get to level 20 in no time at all. I've gotten to level 20 in under 15 total hours, and I'm sure there's people that have done it in less time then that. It's called grinding my friend Grab some henchies and roll through the quests and blam.. ur lvl20 I mean you can get to lvl 10/11 without even going to the first coop mission area. Just do all the side quests. Particularly at the beginning.. Do every quest for every class before you choose the secondary profession. Easy as pie |
gamecube187
Quote:
Originally Posted by Ephes Dammim
If you're worried about powerleveling, then raise the level cap.
It's ridiculously easy to level in GW, so what's the point in powerleveling? A person can get to level 20 in no time at all. I've gotten to level 20 in under 15 total hours, and I'm sure there's people that have done it in less time then that. It's called grinding my friend Grab some henchies and roll through the quests and blam.. ur lvl20 I mean you can get to lvl 10/11 without even going to the first coop mission area. Just do all the side quests. Particularly at the beginning.. Do every quest for every class before you choose the secondary profession. Easy as pie |
Have you ever been to prophecies? The quests there give so little that you might as well just go kill creatures than do quests to level. Even killing things like the trolls outside droks gives more experience than the missions.
And the level cap is there for a reason. It's not level that makes you good in GW, its acually skill. It's so you can't rely on being 50 levels higher than all the enemies to kill them.
Plus this is supposed to be a NO GRIND GAME. Higher levels would make grind and the game wouldn't be as fun. Now I'm not saying there is absolutly no grind at all in this game, because there is. It's just grind you don't have to do. You don't have to farm to get money or certain greens. You don't have to make 1 character of each class and bring them all the way through every chapter getting all the titles along the way. Those are just things you can do if you want to, unlike trying to get to the highest level possible...
Not to mention that this would cause a monthly fee most likely. GW is and should always be a no monthly fee game, like it is. As soon as it gets one (if it ever does) then I will be the first one to quit because of it. I do not belive in buying a game just to install it and then having to pay monthly to accually pay the game. Just a waste of money to me.
Now if you mean have no group limits in 1 or 2 areas that are for fun (like a super pvp or something) then I'm all for it.
Poison Ivy
Worst idea ever
Satai Katalya
I see what your all getting at. I love the world of GW I like the way it plays. And it would certainly be interesting to have another form of gameply involved in it just as there are varied forms of pvp. We already have loot designations so people stealing from you isnt going to happen unless you let it time out.
The accept decline format would work (activate throw glove) and battle it out if you really fancy showing off.
It could be a way of using up extra bits of the maps. And possible accesible only to lvl 20 minimum or whatever.
Instead of slating be open minded, try to improve what you have got after all isnt that the point?
The accept decline format would work (activate throw glove) and battle it out if you really fancy showing off.
It could be a way of using up extra bits of the maps. And possible accesible only to lvl 20 minimum or whatever.
Instead of slating be open minded, try to improve what you have got after all isnt that the point?
Ephes Dammim
Man, I make a simple suggestion and be greeted with hostility and closed minds. What a shame.
I never said get rid of instances. I said get rid of private arenas. Meaning the areas when exiting main towns and such with your team.
Right now, you have every team exiting towns at the same time and each team has it's own arena. I'm saying turn those into public areas where everyone can go and whatnot. sure... they'll have to respawn stuff, but that doesn't hurt anything. making areas public encourages socializing with other people.
Don't change instances. Instances are key to the story line and should stay the way they are. Hence the "enter mission" button. You are entering your team into it's own instance of a particular mission and should stay as is.
Hope that clears things up a little.
I never said get rid of instances. I said get rid of private arenas. Meaning the areas when exiting main towns and such with your team.
Right now, you have every team exiting towns at the same time and each team has it's own arena. I'm saying turn those into public areas where everyone can go and whatnot. sure... they'll have to respawn stuff, but that doesn't hurt anything. making areas public encourages socializing with other people.
Don't change instances. Instances are key to the story line and should stay the way they are. Hence the "enter mission" button. You are entering your team into it's own instance of a particular mission and should stay as is.
Hope that clears things up a little.
Ephes Dammim
Quote:
Originally Posted by gamecube187
Now if you mean have no group limits in 1 or 2 areas that are for fun (like a super pvp or something) then I'm all for it.
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Jin Of Stealth
Gamecube, ur wrong! I will be the first one to quit if there were to be monthly fees....sadly enough. I agree that having areas like mmorpgs is a waste. ANet can't keep the game monthly-fee-free if they did that. It takes high matenence to keep the servers from lagging to heck. Get used to the game the way it is WoW user.
As said by our vets, "If you don't like it, don't play it."
As said by our vets, "If you don't like it, don't play it."