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After finally hearing a trickle of GW2 news and after having played a couple of recent MMO releases AOC and WAR I started thinking again about what guildwars did right and what they can learn for newer games. There were so many things GW did well and I don't even appreciate them until I play other games. There are of course many things to improve which is why there is GW2. Not everything new is good though.
Things not to emulate from recent MMO's which GW did right the first time: Don't spread the population too thin. Part of the reason people play MMOs is the group interaction whether its in PvE or PvP (which of course requires it...). The feeling of a full world where you bump into people in busy outposts or the world is good. Doing things that make grouping harder or split parts of your population from others undermines this. Things like (a) Multiple servers that are inaccessible to one another (b) Good side on server or bad side on a server (Chaos/Order for example). (c) within a side splitting people into race factions that start in different parts of the world (elf/dwarf/empire). In short, make it easy for people to bump into one another. |
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Make travel easy. There is nothing more annoying than wasting time going from (a) to (b) over and over again. Map travel between every outpost was great. It got people to explore the world at least once, made it possible for people to explore if they want/needed to but didn't force people to waste time. AOC and WAR force people to waste time in travel rather than actually playing the game. Mounts ease the burden but should never be a replacement for good map travel.
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When you are in a guild in GW and you log in, not matter which character you use, people can identify you as the person you are. There is no need to invite new characters to the guild each time you make one. Or tell friends that this is a new character to add to a friends list. This is really annoying.
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Don't make too few skills. Just make a large variety of interesting ones. In PvP, things will naturally whittle down to using the best skills available anyway for a given job. But this doesn't mean you can't have options for people to mess around with and enjoy.
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Don't make classes inflexible and uninteresting. The primary secondary class setup was great and added a lot of diversity to the feel of character development. Continue to make it easy to respec. Heavy restrictions on repathing your character simply don't promote experimentation. Bright Wizards in WAR are essentially Fire eles in GW. Instead of having the variety of an Wat/air/fire/earth in one class its like getting to specialize in a damage over time fire ele, a aoe fire ele, a single target damage fire ele. Its dull.
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Don't make it too easy to die or conversely too hard to. Combat that reduces to 1 hit kills or stun-> kills is not interesting. Defensive webs were annoying, but at least it allowed complexity in combat encounters. Learn lessons from GW1 and fix things, but don't make combat to fast as to eliminate its subtlety.
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Don't eliminate the niche that shutdown style characters (mesmer ranger etc) have. Interrupt skills are preferable to random interrupts on any potential attack. It means more skill is involved in the process - and not just reflex. It means players have to make decisions about when to use these skills rather than leaving it to chance.
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In general continue to allow combat to have a high skill ceiling. WAR simply aims for the lowest common denominator.
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Things to Emulate that other games did well Public Quests in WAR are a great idea and remind me of what was orginally mentioned in GW2 press release material about people coming together to deal with threats in the world. They do a great job of bringing people together and would work even better in WAR if people weren't spread so thin all over the game. Integrate world PvP into the actual game world. Don't make World PvP instanced. As long as again - you don't spread the player base out too thinly it will work. This doesn't have to mean gank fest all over as in WAR where there are regions where you become flagged for PvP. This can still work without having players split into good guys and bad guys where the division goes too far. Just do it like alliance battles where guilds or players can align themselves to a faction. When they enter the zone the are flagged as a member of that faction. When they leave they can play with people of any faction again. If you've read all this, thanks. What do think should be emulated should not be emulated in GW2? |


