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Originally Posted by Celestial Beaver
Yes, but ANYTHING could be classed as "theoretically grinding"...Just doing primary quests, for the sake of getting to Zin Ku Corridor so you can go to the Underworld could be classed as grinding if you don't want tohave to do it, and just want instant access...
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But by this stretch of the definition, getting through the storyline just so you can complete it is also a grind. What makes this "grind" different from the actual grind ANet is relying so heavily on - the title grind - is that you only need to get to Zin Ku Corridor once to be able to access the Underworld.
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Originally Posted by Celestial Beaver
Grind is entirely a personal viewpoint. I recently had my Mesmer farm Charr for Ebon Vanguard points so she could buy Armor...now, I didn't consider that grind. It was entertaining to do (I did it without a devourer...was more fun that way), and I was doing it for something I wanted...so I was happy to do it. If I was to go on to get Rank 6 for no apparent reason then that, to me, would be grinding...as the only character I care about titles on is my Ele.
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Hold on a minute.
Going for something you want and
doing something you want are two completely different things. You may want a Factions allegiance title and try to go after it, but that won't make the process of getting the title any less grind-dependent. You'll be repeating the same activity (point farming) over and over again, which is precisely the definition of a grind.
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Originally Posted by Celestial Beaver
There are too many people who seem to think this game has been designed with Grinders in mind, when actually, in my opinion, it's a nice balance. You used to be able to have to attain Rank 7 in a reputation to be able to craft armor, now that is down to Rank 5, which is much more attainable
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If the game isn't designed with the grind in mind, why do GWEN armors require titles to access? Is limiting access by putting armor far enough into the storyline not enough any more, the way it was in all three campaigns? The real reason, of course, is not the size of the expansion but the changed nature of the game: people must be kept interested, so the game is extended by means of a grind.
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Originally Posted by Celestial Beaver
There are too many people who seem to think they are entitled to everything the game has to offer with little or no work...but...if everyone had everything, noone would be special, and the game would certainly lose out. For instance, I'd *like* obsidian armor on my Mesmer. Now I *could* farm and farm, but frankly, after having weighed up how long it would take and what other things I could be doing, I'd really rather not...and i'm happy to make that decision.
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I absolutely agree that accomplishment should be rewarded, and that rewards should not be handed out to anyone who isn't willing to work for them, but the current GW system is to reward repeated, practically automated activity, especially and specifically with regard to titles.
That said, I absolutely despise the "no one would be special" argument. If this was true, for example, PvP would be reduced to everyone having the same, "best" build, but limiting factors such as player skill and teamwork in PvP and being unable to wear more than one set of armor/title/weapon set at a time in PvE prevent this. In a balanced field - which is what PvP ideally is, and what armor/weapon/title selection definitely represents, considering GW's "skins over stats" system - unlimited access allows for unlimited customization, rendering everyone "special."
Besides, doesn't your own definition of "not a grind" depend on you wanting the reward? Simply choose to "want" FoW armor for your character, and the issue of grind-farming will go away all by itself, right?
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Originally Posted by Celestial Beaver
Assuming the definition of Grinding means "farming ones ass off so they can afford rare weapons and high-end armor" then no, you don't need to grind. You can get collector's weapons easily by playing through the game and knowing what collectable items to keep (thank you, wiki) and you easily make enough money from quest rewards and merch-drops for buying armor, unless you also go for the collector's armor too. For months I had a Blue Collector's Air Staff...I still have it in fact, and it doesn't work any less well than my Amadis' Air Staff, which I farmed later on when I was a little more experienced...except farming that staff wasn't grind, because I wanted it.
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Again, I disagree with your definition of grinding, especially because you mention the aspects of Guild Wars that do not change game mechanics. To borrow a frequently-used word, both rare weapons and high-end armor are
reskins, no more or less powerful than their common counterparts, as you point out yourself. But titles, the aspect of GW that is most grindtastic at the moment, actually do: you get special item access, improved skills, and even promised benefits in GW2! Problem is, they require the player to repeatedly roll over the same content in order to accumulate points, and
that is a grind.
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Originally Posted by Celestial Beaver
So, in short, if people are not content with what they can afford in-game, they really should find another game to play. Find another game which has all towns unlocked, all skills unlocked, all armor, all weapons, the max amount of money you can carry...and then think... "oh...now what do I do? I have nothing to work for".
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Except this "other game" was Guild Wars not too long ago. You only had to get through the storyline once to have all the towns unlocked. You only needed to fight your way to far-off places to be able to get "special" armor. If you ran around enough, way back before there was a cop-out skill trainer in Ember Light Camp, you got to unlock all skills. You did not have to repeat any of this again, ever, and what kept you going was new content - Sorrow's Furnace, Titan quests, next chapter.
Now, instead of the "new content" - even in the form of Hard Mode, which only makes you repeat "normal mode" once - we're getting "grind," which makes you repeat things numerous times. To put it in terms of your example, it's roughly the difference between teleporting to an unlocked town and having to physically walk there, each time.