Lyra has asked over and over for explanations. I think I start to see the problem - and it's one of perception:
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Originally Posted by lyra_song
The RPG experience of GW is not very deep...
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I think most people would say this isn't an RPG at all. I get to choose a character name and a character class, but where are my RP choices? Let's get down to brass tacks. This is a simple hack and slash game. It's essentially, in fact a PvP game - Guild Wars, let us not lose focus here GvG is what it's all about.
Note: I'm a commited PvE player so don't flame me
Quote:
Originally Posted by lyra_song
I would rather have Anet work on improving the RPG
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It's not an RPG. If it was an RPG I could take my character along different storylines with different consequences. Choose to be Evil and support Varesh, talk to NPC's whose reactions to my choices affect the game world. There are none of these things. Forget Role Play, it simply doesn't exist in this game. The focus of the game is PvP. ANet have no mandate to create a complex RP environment. If that is what you seek, go play D&D online instead.
There are, I know, a few committed RPers in the game. That's fine, go ahead guys, have fun.
The game itself does not well cater for them.
PvP has a meta game. From the early days of IWAY, through Bunny Thumper and whatever is currently fashionable, the designers of team builds have had as much influence over PvP success as the skill of the actual players executing the tournaments. For this to work, complete skill sets must be available.
Similarly and I think this is often missed, PvE has a meta game. People are coming up with clever builds for FoW, UW, Deep, Mallyx etc. Again, complete skill sets must be available. This means if I cap a skill in Ring of Fire, then get another different character to DoA, I don't want to run that character all through Tyria because I need that already unlocked cap. All the non-elite skills are available, why should I have to waste my precious time chasing elites.
Lyra will say this is because they are different characters, why should one character know what another doesn't?
In an RPG I would tend to agree, but again, this isn't an RPG. It's not the love and care for two very different personalities making long standing RP life choices. It's just me, killing a few mobs and hitting CapSig.
I really don't care if outposts and maps are unlocked or not, but I care deeply about the Elite Skills.
I can envisage an issue of play balance. Newbie areas are not designed for Elite Skills to be flying around. On the other hand, given that we all want our "main title collection" toon to be getting another protector and given we want to help guildies, chances are we're running level 20 skilled up to the max dudes around noob island anyway - so play balance really is neither here nor there.
Having said that, something that must be achieved (let's use Ascension {or equivalent} seeing as it's the unlock for the FoW and UW) before accessing all unlocked elites would also seem like a compromise.
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Originally Posted by lyra_song
I do agree that grinding through the games per character is monotonous.I do want alternatives.
But i disagree with giving out instant handouts.
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No, it's nice to have a sense of achievement with a new character, if everything was on a plate it would be too easy. Again I say, just let us at our unlocked elites and I'll be happy.
On the other hand if the maps get unlocked that won't make me unhappy.
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Originally Posted by lyra_song
My idea seeks to reconcile the wants and needs of a player with many character by making things easier and perhaps add variety while still maintaining the functionality of an actual RPG.
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Again and again - It's NOT an RPG. It's a massively multiplayer online game, with no built in role play of any kind at all.