When do you Think Anet/Ncsoft will stop making gw
yeah_hi
Yay speculation!
I think that if, if GW manages to achieve WoW-esque sales and popularity, then there will be much further development and we will see something like Guild Wars 2.
If however the push into China and the next chapter or so do not manage to establish the game as a major contender, I'd speculate that after another chapter (or maybe two), as it becomes less profitable compared to the other games in the NCSoft stable, they'll hand the license over to another 3rd party company.
After that, I'd hazard that it will either end up like Diablo II with a smaller core of players and little development...
or
...That 3rd party company will have no obligation to continue with the 'No Monthly Fees!' promise originally made by NCS/Anet, and would be free to charge a monthly fee to keep the game going and in development.
</ wild speculation!>
I think that if, if GW manages to achieve WoW-esque sales and popularity, then there will be much further development and we will see something like Guild Wars 2.
If however the push into China and the next chapter or so do not manage to establish the game as a major contender, I'd speculate that after another chapter (or maybe two), as it becomes less profitable compared to the other games in the NCSoft stable, they'll hand the license over to another 3rd party company.
After that, I'd hazard that it will either end up like Diablo II with a smaller core of players and little development...
or
...That 3rd party company will have no obligation to continue with the 'No Monthly Fees!' promise originally made by NCS/Anet, and would be free to charge a monthly fee to keep the game going and in development.
</ wild speculation!>
Riotgear
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Originally Posted by penguo
In my opinion Guildwars will last a few more years, because it's not holding that many people in my guild's interest.
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More games are comeing into the market too including Aion and Tabula Rasa, and it will be hard for Guildwars to keep up. |
lyra_song
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Originally Posted by arcanemacabre
I agree with Quid Pro Quo. The engine itself is just outdated, and without a seriously large amount of work, cannot get certain upgrades to the past chapters.
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What will jumping give us?
Give me a tactical use or advantage to jumping in pvp combat.
I'd much rather Anet implement a "quick dodge" to avoid arrows than jumping.
The engine is designed for streamlined PVP, not for immersive PVE.
This is why the so called "easy to implement ideas" that people insist on wanting are not implemented so very easily. It was never designed to have another row of storage, or an auctionhouse, etc.
Thallandor
Until it cease to become profitable.
Its in Anet's Best interest to appeal itself to newer players to try it out. Doesnt matter if they hate it after 5 hours into the game/off the newbie Island, as long as they make the $50 dip, then they can go inactive/quit all they want.
If all goes well in China, Chinese players/market may be paying/bringing in the dough for the rest of us to keep playing the game for a long long time.
Its in Anet's Best interest to appeal itself to newer players to try it out. Doesnt matter if they hate it after 5 hours into the game/off the newbie Island, as long as they make the $50 dip, then they can go inactive/quit all they want.
If all goes well in China, Chinese players/market may be paying/bringing in the dough for the rest of us to keep playing the game for a long long time.
furbat
I am not sure how long its going to be around but think about this.
MMOs charge a monthly fee for a reason. Running game servers is expensive. When ANET stops producing expansions, they start bleeding money. So... they need to keep releasing expansions to not bleed money. And as long as their product is around they need to keep the servers going cause you need their servers to play.
When ANET stops selling expansions, they are screwed.
MMOs charge a monthly fee for a reason. Running game servers is expensive. When ANET stops producing expansions, they start bleeding money. So... they need to keep releasing expansions to not bleed money. And as long as their product is around they need to keep the servers going cause you need their servers to play.
When ANET stops selling expansions, they are screwed.
Patrick Smit
Quote:
Originally Posted by furbat
I am not sure how long its going to be around but think about this.
MMOs charge a monthly fee for a reason. Running game servers is expensive. When ANET stops producing expansions, they start bleeding money. So... they need to keep releasing expansions to not bleed money. And as long as their product is around they need to keep the servers going cause you need their servers to play. When ANET stops selling expansions, they are screwed. |
Riotgear
Quote:
Originally Posted by lyra_song
It was never designed to have another row of storage, or an auctionhouse, etc.
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Not designed for an auction house? They managed to integrate a STORE into the game engine, I'm sure they can implement an auction house.
Mr Jazzy
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Originally Posted by Marvel M
Easilly 10+ Years..
20,000 Players $50.00 for Campaign will net 1 Million.. |
Clawdius_Talonious
Quote:
Originally Posted by furbat
I am not sure how long its going to be around but think about this.
MMOs charge a monthly fee for a reason. Running game servers is expensive. When ANET stops producing expansions, they start bleeding money. So... they need to keep releasing expansions to not bleed money. And as long as their product is around they need to keep the servers going cause you need their servers to play. When ANET stops selling expansions, they are screwed. |
Quote:
Originally Posted by Patrick Smit
Only half the truth, also monthly fee games need to "evolve" and expand, if the dough gets old paying consumers will leave as well. Part of the income "problem" was solved by listening to demand of players, buying extra slots to suit your needs, buying skill sets, and i guess that in the future, even PvP skillsets may be bought without owning the specific campaign, making it more easy for new players to access the "older" skills.
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While it is true that your average MMO will start hemmoraging money when their maintainance costs exceed their income from subscription fees, Guild Wars isn't faced with the same sort of problem; Battle.net still allows people to play Diablo II online after all these years. Guild Wars was founded by ex Blizzard employees that helped make Battle.net, they knew ways to squeeze as much performance out of as little bandwidth as is possible. By building the Guild Wars game around this low bandwidth, low cost/fewer server strategy. This enables the Arenanet team to focus on creating new content and selling their chapters as standalone products, as well as catering to old fans that have been around since before Prophecies was released (or had adopted the moniker).
Guild Wars probably doesn't have to sell a million copies for a chapter to be profitable, but it certainly helps. Currently NCsoft makes about 17% of their profit off of this subscription free CORPG, and that's far from chump change, their flagship product Lineage II is the only one that brings in more as far as I know.
As it's been stated here, Anet/NCsoft will continue to make and sell Guild Wars products as long as there is a market for them, and I would imagine that if it ever came down to it, selling 250,000-500,000 copies of a chapter would likely keep them afloat, the cool million copies their sales figures go up by each chapter is just gravy (and enables them to give us free content at times, including all these fun little holiday goodies which we all love so well, Santa Claws needs a Yule Cap!).
devils wraths
excuse me but wow is going onto there first expansion so we will see alot more people buy wow now. did you ever see 7 mill people buy gw on first chpater nope. gw is coming up to there 4th chapter shows which game has more content
lyra_song
Quote:
Originally Posted by Riotgear
Unless the engine is really, really, really poorly designed, they probably can add another storage row. Then they just have to migrate all of the old storages. Whoopie.
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My point is, it wasn't in their original design of the game.
I'm sure Anet could have made it so storage holds 100 items and your bags hold 50 each.
But they didn't.
Ask yourself why.
Guild Wars was, and always will be, built around PvP.
Quote:
Originally Posted by Riotgear
Not designed for an auction house? They managed to integrate a STORE into the game engine, I'm sure they can implement an auction house.
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The store is not part of the game engine at all.
It's merely the game client accessing a web-based store that updates your NCsoft account with more stuff.
Adding more slots - Part of the game already
Unlocking skills - Part of the game already
Adding serial numbers - part of the game already.
So you see, the store isn't adding anything new to the game at all.
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An auctionhouse, however would involve a new way for the server to handle a database of items that involves player bids, bid tracking, bidder/seller tracking, and a lot of other fun stuff.
None of this is part of the existing game engine.
The only thing even close is the merchants who keep track of prices, and they only handle a small amount of items (insignias, runes, dyes, materials)
Sir Skullcrasher
Like all games out there, sequels and expansions are thing that you love or hate. Guild Wars and A-Net has been releasing new chapters after chapters with two new classes and huge amount of weapons and armors. But they never ever (EVER) changed the basic gameplay and depth of the game. All the chapters, you are fighting enemies that is higher level than you. Also the A.I hasn't improve by much over the past few chapters. The henchies and heroes are nice addition but go to place like Gate of Pain or later levels in NF and you can see how the word "difficulty" is injected into this game.
Not saying it's a bad thing to load up the map with so many enemies but it's that the idea of difficulty has remained the same throughout all the chapters. Like everyone said, in order for this game to survive. It need remake the fundamental of Guild Wars and bring back the fun factor that is missing from the original game. Not to mention, the possible needs to redo the gameplay option (like add jumping, flying or whatever) into the world.
Not saying it's a bad thing to load up the map with so many enemies but it's that the idea of difficulty has remained the same throughout all the chapters. Like everyone said, in order for this game to survive. It need remake the fundamental of Guild Wars and bring back the fun factor that is missing from the original game. Not to mention, the possible needs to redo the gameplay option (like add jumping, flying or whatever) into the world.
LifeInfusion
All I have to say is they are constantly improving it. That means it will go on for a while provided people keep buying.
Clawdius_Talonious
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Originally Posted by devils wraths
excuse me but wow is going onto there first expansion so we will see alot more people buy wow now. did you ever see 7 mill people buy gw on first chpater nope. gw is coming up to there 4th chapter shows which game has more content
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WoW hit American stores on November 23, 2004. So, we'll say you got your month free and it lasted until January (which of course, it wouldn't, but for the sake of this arguement we're going to use that). January 2004 to December 2006, that's 24 months unless I can't count or they added another month without my knowledge. That, at 10 bucks a month (good luck getting it at that, it's like 11.99 or 12.99 bought in 6 month increments) is 240 bucks in subscription fees. So, that's 290 bucks before any applicable taxes that you've spent if you've been with WoW from the start. You're paying for the additional content, or if you've started since the game released then others paid for it and you simply get to enjoy it, but make no mistake the additional content is paid for.
Now, if you had bought all three Guild Wars collectors editions, you'd have spent about two hundred bucks, a bit over (and a bit more than that after taxes, lets call it 225 bucks). So, as a hardcore player of either title you'd have spent over two hundred bucks playing your game of choice since it's been released. However, for the casual gamer, someone who plays on the order of 10-20 hours a week I'd say (if that), you may not have played through Prophy when Factions came out. In the Anet buisiness model, he's able to play Prophy til his eyeballs bleed if he so desires, all for his initial 50 dollar investment in the Guild Wars universe. A casual WoW player would not be so lucky, the Guild Wars player could forsee not being able to play for a few months and not give it another thought (and log in if he found the time, from any computer anywhere without lugging around his install disks, that is another story however). A WoW player, forseeing the same length of absence would be forced to decide whether he wants to stop the next withdrawl of funds from his credit card (and if he was able to find time to log in, he would be out of luck if he hadn't paid for his account time). Since we established that the WoW player was getting the cheaper rates due to buying in 6 month increments, if the absence was unforseen he could very well lose tens of dollars (not a lot to some, but a waste of money is still a waste of money) worth of playtime that he had already purchased.
Now seven million is a lot of accounts sold, but riddle me this, how many of those accounts were farmers who had one account shut down and moved on to farm with another account (and another, and another)? There are only on the order of four million WoW subscribers as far as I am aware, and while that is the most impressive figure any MMO can boast at the moment by no means is the market dry.
Also you have to wonder how much of that investment is being returned to you. Out of one months 40 million (it's much more, but we're working with smaller easier numbers here), how much of that money goes into server maintainance? How much goes into the creation of additional content? Seeing as many games never make 40 million profit, and they still get created (for better or worse, many of them for worse), what are the actual development costs of the intial game as opposed to the creation of additional content (quests, raids, what have you)? The Guild Wars buisiness model is geared towards appealing to the casual players, but it's also saved any GW fan a good bit of loot. I've put in 2800 hours over the last 19 months, I'd have paid 228 bucks or so in subscription fees if I was playing WoW instead. With the money that would have cost me I've been able to buy each chapter and still stay under the wire on the cost of JUST the subscription fee of WoW.
Does WoW have more content? Yes, in many ways it does, but don't talk about it like the additional content is free for the end user - because it's not. (Sorrow's Furnace on the other hand, cannot be argued as anything but free content to old players of Guild Wars.)
valtonray
mmo's have long shelf lifes on average. not to mention that guild wars has sold 3 million copies in under 2 years making it one of the most popular MMO's on the market and a strong contender to the big dog WoW who just recently hit the 7 million mark but has been out considerably longer. so i see a bright future ahead for he guildwars gamers. and will most likely be followed buy a completely new sequel at some point but thats going to be a few years away. most likely 4-5 years from now.
arcanemacabre
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Originally Posted by lyra_song
outdated? Because you cant jump? LOL
What will jumping give us? Give me a tactical use or advantage to jumping in pvp combat. |
Quote:
Originally Posted by lyra_song
The engine is designed for streamlined PVP, not for immersive PVE.
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Marvel M
Quote:
Originally Posted by devils wraths
excuse me but wow is going onto there first expansion so we will see alot more people buy wow now. did you ever see 7 mill people buy gw on first chpater nope. gw is coming up to there 4th chapter shows which game has more content
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So now I can say GW has more content than UO/EQ/AC/AO/LOTR/D&D/DAOC/MO/SWG and the list goes on and on and on. Without a Monthly Fee...
Yumm Yumm make mine GW...
Marvel M
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Originally Posted by Mr Jazzy
20,000 units sold will not net 1 million dollars. Each GW unit produced is a business investment, meaning money goes into each game. I think they invest about 5-8 dollars into each game, with a 40ish$ net profit.
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My point was that GW can and will be profitable even with a low Player Base...
Take Care..
devils wraths
thing is each gw is basically the same just differnt island and basically differnt enemy. i mean to make this game hard they are having to spam you with groups of like 8-16 enemies ie domain of anguish. thing is i dont actaully play wow but from what ive seen its doing well for what it is and ill give them credit for that. notice how long it took them to get to 3 mil wernt it like with factions about 2 weeks they sold 1 million. but nf it took like 2 months
Marvel M
Quote:
Originally Posted by devils wraths
thing is each gw is basically the same just differnt island and basically differnt enemy. i mean to make this game hard they are having to spam you with groups of like 8-16 enemies ie domain of anguish. thing is i dont actaully play wow but from what ive seen its doing well for what it is and ill give them credit for that. notice how long it took them to get to 3 mil wernt it like with factions about 2 weeks they sold 1 million. but nf it took like 2 months
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I hung onto WoW expecting to get something out of it but in the end - It was just like any other MMO. Human nature to become bored of things that are familiar. So logic kicked in: Why pay a monthly fee for something I already had?
The main difference I saw in WoW when compared to GW is the amount of Dum Dum work they give people. In WoW - U can pick a flowers or Fish to kill time rather than actually really playing the game. It does make you feel like your accomplishing something - but it is still dumm dumm work to keep you numb to things..
This is just my opinion on things..
Take Care...
generik
Quote:
Originally Posted by Riotgear
Unless the engine is really, really, really poorly designed, they probably can add another storage row. Then they just have to migrate all of the old storages. Whoopie.
Not designed for an auction house? They managed to integrate a STORE into the game engine, I'm sure they can implement an auction house. |
lyra_song
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Originally Posted by arcanemacabre
Please, jumping was an example - something that everyone noticed was impossible the first time they played. Coming from FPSs (original, old-school PvP), not being able to jump is a shock. Other examples with real 'tactical use' would be an actual y-axis, and unique abilities like [limited] flying, grappling/throwing, destroying/altering scenery and using it to your advantage, etc. These are things that would make GW much, much better and simply cannot just be implemented in it's current form - the point I was trying to make.
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Guild Wars isn't in 3d. You move left to right. You move forward and back. There is no up and down.
Your client displays a 3d world, but a 2d overhead map style game would work exactly the same way.
Implementing some of those ideas you mentioned would not requiring rewriting or changing the code. Its called working within the limitations of the game engine.
Flying characters: Disable body blocking. Set the character's rigging to have the root bone "below" the character mesh, allowing it to animate high above the terrain (ala Kuunavang)
Destroying scenery: explosive kegs anyone?
grappling/throwing: The Lich can teleport you. Replace teleport with "animation of a player getting tossed".
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Right, that's why Anet wastes hundreds of thousands of manhours working on PvE, designing monsters, AI, weapon/armor skins, missions/quests, storyline, economy, etc. /sarcasm |
AI = Used in PvP
Weapon/armor skins = Irrelevant. You could have 1 weapon skin per weapon type, and 1 armor per class and the game would work the same way.
Missions/Quests - Walk around, kill stuff. It still revolves around the PvP engine.
Storyline - Thats great, but i dont play the story. I watch it. I play the game. THe game involves fighting monsters. Which uses the PvP engine.
Economy - pardon me while i die with laughter
arcanemacabre
Quote:
Originally Posted by lyra_song
It doesn't take a long to understand this very very simple fact.
Guild Wars isn't in 3d. You move left to right. You move forward and back. There is no up and down. Your client displays a 3d world, but a 2d overhead map style game would work exactly the same way. Implementing some of those ideas you mentioned would not requiring rewriting or changing the code. Its called working within the limitations of the game engine. Flying characters: Disable body blocking. Set the character's rigging to have the root bone "below" the character mesh, allowing it to animate high above the terrain (ala Kuunavang) Destroying scenery: explosive kegs anyone? grappling/throwing: The Lich can teleport you. Replace teleport with "animation of a player getting tossed". |
Quote:
Originally Posted by lyra_song
Monsters = Use the same skills as players (with exception)
AI = Used in PvP Weapon/armor skins = Irrelevant. You could have 1 weapon skin per weapon type, and 1 armor per class and the game would work the same way. Missions/Quests - Walk around, kill stuff. It still revolves around the PvP engine. Storyline - Thats great, but i dont play the story. I watch it. I play the game. THe game involves fighting monsters. Which uses the PvP engine. Economy - pardon me while i die with laughter |
Simply put, Guild Wars will die if Anet doesn't change up and add some serious features, like the ones I mentioned.
Thallandor
Quote:
Originally Posted by lyra_song
I'm sure they can add another storage row. But it's not a matter of what Anet can or can't do with future add-ons or patches, its their game, they can do what they want.
My point is, it wasn't in their original design of the game. I'm sure Anet could have made it so storage holds 100 items and your bags hold 50 each. But they didn't. Ask yourself why. Guild Wars was, and always will be, built around PvP. |
The lack of Implementation of PvE upgrades (Party serach for PvE missions on the way) isnt the same as telling PvErs to G&FO to play PvP or go away, there could be other technical issues that need to be resolved.
Please dont make this into another PvE vs PvP thread cause i will gladly join in the fray.
bart
i think the next GW should either go back in time to explain about the Charr or come out with GW2. What more is there to do? Prophecies started the game, Factions came out for PvP, Nightfall for PvE. we need something fresh!
lyra_song
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Originally Posted by arcanemacabre
This is exactly my point. The engine itself is outdated, it's not truly 3D. Right now it's just a prettier version of Diablo 2. Yeah, they could continue to muck up all the already established code for a propietary engine by adding a few neat tricks... or they could just work on a new engine that is actually 3D, and more 'with the times'.
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I think going to 3d would make this a pay game, but thats just me.
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Your point? How does any of that prove what you said about the game being designed around 'streamlined PvP'. Just because the PvP is streamlined doesn't mean the entire game and engine is built around it. If that were the case, even in the slightest, they would be working on the stuff that, according to you, could be incorporated into the current engine, and would be seriously tactical... ya know, instead of all that pesky PvE stuff... |
But the game's fighting system and engine is built around keeping a balanced PvP.
Armor. Weapons. Skills. It's for PvP.
Unfortunately, it seems to me that GW has attracted players who want a free version of WoW, instead of embracing GW for what it is. A great game with a PvP and a PvE aspect.
Anet is now forced is to cater towards the audience that's shelling out the dough.
I'm primarily a PvE player (rank Zero FTW!). However, i feel that it would be naive to think that this game was designed around PvE. Theres lots of things they could easily add to this game that would make it a much better PvE game, but an imbalanced PvP game.
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Simply put, Guild Wars will die if Anet doesn't change up and add some serious features, like the ones I mentioned. |
It's just too cheap and quick to pick up to pass up.
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Originally Posted by Thallandor
I think perhaps you should question your own strings of thought before you denouce others. Despite Skills balancing in favor of PvP and cash prizes events for GvG, it is the PvE component that sell the chapters of the game, not the PvP alone. I dare GW to make a PvP chapter w/o the PvE to prove Lyra right.
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Guild Wars is a PvP game thats has PvE to transition PvE players into PvP by training them against AI controlled NPCs first. Thats the true end game content. Thats the original design.
Anet has broken away from this original design to satisfy its playerbase.
We should be happy that Anet has abandoned its original design to make us players happy.
However we should not be unreasonable in our requests and expectations because the game was not built the way we wanted it to. Its only being adapted to make our gaming experience more satisfying.
lightblade
Think similar games like Magic: The Gathering and Yu-Gi-Oh!
MTG have almost 14 years of history and it's still selling.
Yu-Gi-Oh! have 10 years of history and it's still selling.
So, GW will run for at least another 8 years.
MTG have almost 14 years of history and it's still selling.
Yu-Gi-Oh! have 10 years of history and it's still selling.
So, GW will run for at least another 8 years.
Hell Marauder
Quote:
Originally Posted by arcanemacabre
Simply put, Guild Wars will die if Anet doesn't change up and add some serious features, like the ones I mentioned.
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BTW, why does everybody uses WOW as a comparison, as if a game not selling as well as WOW is doomed to fail?? Eve online has only 300k subscribers, did anyone dare to say it's gonna fail?? Lots of MMORPG's with fewer than 100k subscribers are doing just fine. With its engine GW can do many things other MMORPG's can't; for one thing, it can streamline its servers and can evolve at a faster pace with each standalone chapter than other persisting world MMORPG's. I would see many other online games go bellyup before GW does. GW also doesn't have to compete with other online games for customers, because it has its niche customers that few other online games can touch: kids with no credit card and adults who hate to pay monthly charges.
Thallandor
Quote:
Originally Posted by lyra_song
PvE sells the game. Thats a fact.
But the game's fighting system and engine is built around keeping a balanced PvP. Armor. Weapons. Skills. It's for PvP. Unfortunately, it seems to me that GW has attracted players who want a free version of WoW, instead of embracing GW for what it is. A great game with a PvP and a PvE aspect. Anet is now forced is to cater towards the audience that's shelling out the dough. I'm primarily a PvE player (rank Zero FTW!). However, i feel that it would be naive to think that this game was designed around PvE. Theres lots of things they could easily add to this game that would make it a much better PvE game, but an imbalanced PvP game. I think Guild Wars will lose veteran players very easily. But it will gain new players just as easily. It's just too cheap and quick to pick up to pass up. Ive laid out my thoughts as clear as i can. PM me if you want me to elaborate. Guild Wars is a PvP game thats has PvE to transition PvE players into PvP by training them against AI controlled NPCs first. Thats the true end game content. Thats the original design. Anet has broken away from this original design to satisfy its playerbase. We should be happy that Anet has abandoned its original design to make us players happy. However we should not be unreasonable in our requests and expectations because the game was not built the way we wanted it to. Its only being adapted to make our gaming experience more satisfying. |
Omega X
Quote:
Originally Posted by Hell Marauder
With its engine GW can do many things other MMORPG's can't; for one thing, it can streamline its servers and can evolve at a faster pace with each standalone chapter than other persisting world MMORPG's.
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arcanemacabre
For the record, I really don't want a 'free-to-play WoW'. I want GW. I love this game for what it is, as you say Lyra, "A great game with a PvP and a PvE aspect." That, I completely agree with. GW is both, and both equally. I wouldn't play WoW (again) if it was free.
lightblade, you bring up a very good point. Those card games still sell, just like games like Unreal Tournament (the original), Everquest, and Sims (original) are still played all the time, despite their age. Guild Wars may well go the way of these games, having a solidified role as a classic.
The big differences is, the card games can bend and flex easily, with little effort (no coding/modelling needed), making upgrades (to rulesets/playstyle/even design) a cinch. The video games I listed, they all have sequels. They updated with the times. This can actually make the prequel versions healthier, as they acquire a sense of nostalgia, and there is always players that claim the original is always better.
IMO, this is what GW will have to eventually do. Maybe not now, with chapter 4, but soon. The engine has been in-the-works since what, 2001? I know it's seen a lot of improvements, but still, it's old, it's outdated. As time moves on, it will only get more outdated. For now, though, it's fine. I'd just like to see some new, fresh, and unique features implemented. Guild Wars just needs an overhaul.
lightblade, you bring up a very good point. Those card games still sell, just like games like Unreal Tournament (the original), Everquest, and Sims (original) are still played all the time, despite their age. Guild Wars may well go the way of these games, having a solidified role as a classic.
The big differences is, the card games can bend and flex easily, with little effort (no coding/modelling needed), making upgrades (to rulesets/playstyle/even design) a cinch. The video games I listed, they all have sequels. They updated with the times. This can actually make the prequel versions healthier, as they acquire a sense of nostalgia, and there is always players that claim the original is always better.
IMO, this is what GW will have to eventually do. Maybe not now, with chapter 4, but soon. The engine has been in-the-works since what, 2001? I know it's seen a lot of improvements, but still, it's old, it's outdated. As time moves on, it will only get more outdated. For now, though, it's fine. I'd just like to see some new, fresh, and unique features implemented. Guild Wars just needs an overhaul.
The Ernada
When will people learn not to quote a long long post only to add a lame one sentence reply to it?
It took me a while to get used to GW's engine because it was so limiting but I think it's just fine when playing PVP. Still...it could use some updating and improving.
It took me a while to get used to GW's engine because it was so limiting but I think it's just fine when playing PVP. Still...it could use some updating and improving.
Riotgear
Quote:
Originally Posted by generik
It uses up extra server bandwidth.
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Quote:
Your client displays a 3d world, but a 2d overhead map style game would work exactly the same way. |
big papi
Quote:
Originally Posted by bart
i think the next GW should either go back in time to explain about the Charr or come out with GW2. What more is there to do? Prophecies started the game, Factions came out for PvP, Nightfall for PvE. we need something fresh!
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generik
Quote:
Originally Posted by Riotgear
More bandwidth than the non-stop spam in district 1 of Lion's Arch, Kaineng, Kamadan, and Drok's?
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A few districts gets spammed, opposed to spending tons of dev time to code up an auction house, test it for exploits, and implement it on the server.
I have not even talked about the increased processor and storage requirements that Anet will need to do the auction house. You have to understand that Anet is not in the position to do what they want with the servers, which are 0wn3d solely by NCSoft. I can certainly imagine they have quite a lot of technical limitations as to what is possible and what isn't.
Besides, who is to say the auction house won't turn into a free storage extension for players? Put item on to auction, bid using another account for 1 million gold. Free storage space for length of auction.
lyra_song
Quote:
Originally Posted by Riotgear
Bridges and almost every map in Kaineng City kind of disprove this.
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Its the same reason you can hit enemies with melee or use traps next to them while they are on a bridge.
Its why i walk on a bridge and "fall" and "disappear" and pop out the other side.
There is no Z-axis. Its all an illusion.
In fact. Go to any cave. Look up at the ceiling. You will notice the ceiling doesnt blend in with the wall......its just a polygon mesh to cover the hole over your head.
dreamhunk
Quote:
Originally Posted by lyra_song
It doesn't take a long to understand this very very simple fact.
Guild Wars isn't in 3d. You move left to right. You move forward and back. There is no up and down. Your client displays a 3d world, but a 2d overhead map style game would work exactly the same way. Implementing some of those ideas you mentioned would not requiring rewriting or changing the code. Its called working within the limitations of the game engine. Flying characters: Disable body blocking. Set the character's rigging to have the root bone "below" the character mesh, allowing it to animate high above the terrain (ala Kuunavang) Destroying scenery: explosive kegs anyone? grappling/throwing: The Lich can teleport you. Replace teleport with "animation of a player getting tossed". Monsters = Use the same skills as players (with exception) AI = Used in PvP Weapon/armor skins = Irrelevant. You could have 1 weapon skin per weapon type, and 1 armor per class and the game would work the same way. Missions/Quests - Walk around, kill stuff. It still revolves around the PvP engine. Storyline - Thats great, but i dont play the story. I watch it. I play the game. THe game involves fighting monsters. Which uses the PvP engine. Economy - pardon me while i die with laughter |
Arcador
Well if we take UO for example...althou many many players left and EA broke the game - it is still alive and a lot of people play it. So making such an assumption is a difficult task.
To lyra_song. There are a lot issues with the Z axis , but there are some that use the Z axis. The biggest example I can now remember is the projectile curve + the bow attacks curve AND damage. I've seen an arrow from a flatbow making a shot over a obstacle that recurve or longbow cannot do. So the engine uses Z axis and it is 3d, but some parts do not use that in their checks.
To lyra_song. There are a lot issues with the Z axis , but there are some that use the Z axis. The biggest example I can now remember is the projectile curve + the bow attacks curve AND damage. I've seen an arrow from a flatbow making a shot over a obstacle that recurve or longbow cannot do. So the engine uses Z axis and it is 3d, but some parts do not use that in their checks.
The Ernada
Quote:
Originally Posted by dreamhunk
that is the truth i was on another fourm saying the same thing as the bomb! any way the game is dying.
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dreamhunk
Quote:
Originally Posted by The Ernada
Not only did you quote a long well written post just to write a line of lameness, you totally misunderstood the post you were quoting and twisted it to suit your lame statement that the game is dying.
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