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Originally Posted by aapo
- In games where level system is done well, you never have to spend time killing same monsters over and over to be able to compete in next area. Level system does its supposed job: measures how far you are (expected to be) in the game!
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Oh yes I completely agree. But it only takes it being a bit off and suddenly you have to spend 5 hours grinding till you hit your next level. Infact its often done that way on purpose because its a cheap and easy way to extend the game.
However when you dont have a high level system there is never that risk
Quote:
Originally Posted by appo
- A bit like chess computer where you can adjust how far ahead the AI reads? Or more like stupid AI with overwhelming numbers and stats which you must outwit with few staple strategies and skills.
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It really depends how games choose to do it. GW Factions for example went with the throw increasing number of enemies approach.
Others games take the approach of making enemies more powerful/more skillful or change enemy groups. For example at low levels you might face a whole bunch of melee units, later on you would face teams of healers, casters and melee units. Meaning over time you have to counter more and more.
Quote:
Originally Posted by appo
- 600 health Monk / Famine farming illustrates the concept of skill system beautifully. You can reduce any challenge enemies are going to throw at you to one or two characters with well-defined builds. For the common folk PvE respresents a predictable equation where you have skill power versus monster health. Tactics: kill the healer or most powerful damage dealer first. Once those are dead, hit whatever. Never care about conditions, hexes, interrupting or even bother looking what skills the monsters are using. Some bosses are the only times when you have to stop and revise your build.
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The reason there is simple. The AI doesnt change. When you know something will react in the same way everytime you can obviousely build to counter it. This is the same for all games however, not just GW. Not even just the genre.
For example in an fps if once you have done a mission several times you might know that throwing a grenade 2 steps behind a certain car, aimed slightly to the left of a lampost will hit the enemy AI who are about to ambush you.
In GW its the same, you know where your enemy are, you know what skill they will use. If you know that, you know how to counter them.
Quote:
Originally Posted by appo
- Exactly. It doesn't matter what you run in PvE. But I was talking about PvP by "buildwars".
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Since the OP is level 11 I chose to go with pve.
PvP is a much more complex issue anyways. In some metas it can come down to buildwars, even then assuming a high player skill that doesnt always decide the outcome of a game.
In other metas buildwars is less of an issue.
But as I said PvP is a much more complex issue and I am not in a position to pretend I know all the ins and outs of it. Besides there are plenty of other threads on the issue
Quote:
Originally Posted by appo
- What do you think of the reasoning in following statement: "Because there has been a shooting incident in school, government is prohibiting gun licences for anyone under the age of 18."? It's a direct analogy to this situation. Because no one likes to have spawncampers in persistent areas, does that mean persistent areas shouldn't even exists and we should play single-player game because it's lesser of the two evils? Rather than attempt to fix the problems in persistent areas?
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Well first I would ban guns for everyone like we do over here.
Spawncamping isnt the only issue however. While its deffinately a big problem it isnt whats keeping me from enjoying persistent areas.
I like being in my own area, I like being able to go in with friends, guild members or even just h/h.
I like not having other people in my area.
I dont like having a 12year old swearing or insulting everyone.
I dont like not being able to go afk incase someone pulls some enemies into me.
And yes, I also dont like having to camp a mob.
Simply put, I dont like the very core of persistent areas. So persistent areas cant really be changed in anyway that would suit me. There isnt 1 right way to have it. Thats why its nice to have games that appeal to different people.
Quote:
Originally Posted by appo
- Doesn't this mean exactly that your possibilities are limited by how versatile and powerful the profession you're playing was designed? If Ele does more damage than Assassin, Assassin is never picked to party. It's never "some Assassins could outclass Elementalists in damage with dedication", which could be possible without level cap. If half of your profession skills are left behind in skill balances what can you do besides sit here whining for buffs?
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Well first of all I must ask is, is someone who "dedicates" more time to leveling better than someone who is a better player? GW is all about skill>time.
Besides the classes are all useful in their own way. I will admit it was much better with the original classes as the new ones are often fairly specific or step into areas other proffesions already have covered.
But I would always take a GW like system and hope that the devs know how to keep the classes balanced and useful over a system where grind = a more powerful character.
Time for another of my over used arguments in that the average gamer is in there mid 20's (This was a few years back and some newer results suggest it could even be early 30's now).
So when you make a game where only people who can dedicate a lot of time to grinding simply to be equal in power to another player you can cut off a huge portion of gamers. GW has managed to appeal to the casual gamer because they dont need to spend time getting the best equipment, they dont need to spend ages leveling, they can jump in and within a fairly short period of time only have skill level deciding who is the better player.