Quote:
Originally Posted by Bryant Again
You could probably get full districts in DoA if you made every monster drop 50 ectos if it was a full human party.
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- I doubt it. If ectos were that easy to get they would cost 100g at trader and people wouldn't even bother. See what happened to amber and jadeite.
Quote:
Originally Posted by Bryant Again
Titles are just PvE's varient of /rank, and it's terribly annoying (even more so with benefits attached to them.) Not so bad if they weren't displayable.
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- If Kurzick/Luxon/Sunspear/EotN skills weren't there, people would have absolutely no "reason" to play PvE after finishing the campaign. And as far as rewarding continued playing goes (alright, please try to think which reward you would most rather have), isn't it
much better to give something very tangible for it? Slightly better skill - I'm in. Another 15K armor to replace my other five 15K sets... not quite. Another title to replace my 20 other title tracks... I'll pass. Not having
anything to do besides FoW armor grind after you've finished the game was downright the most glaring design mistake in PvE side, don't you agree?
I'll repeat the fallacy which prevails on these boards. Either you...
1. Have nothing to do besides repeat old areas
or
2. Have nothing to do besides repeat old areas
and get some title for it
Someone please explain to me why second option is considered to be
a mistake or
something less than first one.
If it's explicitly stated that you can repeat same stuff (i.e. titles)
, it doesn't change anything in game! And what people choose or choose not to do has
nothing to do with ANET.
If you're saying "I'd rather have fun game than grind", heck who doesn't? But we're not living in fantasy world and game will stay pretty much how it was when it was released. Options are limited and at least I will appreciate what little ideas they had to keep people playing. We all know adding storyline is the road of diminishing returns. ANET spends several months for bonus mission pack - community plays it through in a few hours and comes here to ask "was that it? What will we do now?"
A game that is fun to play... I would say player involvement is one thing that is definite characteristic of such games. What this means in game design? Options, paths, viability, quality-emphasis, micromanagement, etc. Those things where
player is doing something and not just clicking "target nearest enemy" and "attack button" ad nauseum; not just following finite linear storyline with "press spacebar to skip this cutscene" mentality. If there's one good thing to say about various grind titles in Guild Wars, it would be that they are indeed
optional and you can
choose if you want to improve your skillsets, unlike hundreds of other games where you are
forced to do so in order to stay competitive and progress in storyline. Before there was one Arcane-Echo-SS build and one MM build and that's it. Now it's actually viable alternative to number of PvE skills in your bar. Your Mesmer can turn into something completely different with Signet of Illusions. This simply wasn't possible in Prophecies. Viability is a big plus.