Fun read, at least the first page, Until it turned into some other strange argument. I am going to have to say from my experience that the skill can be translated across multiple games. Simply because a great GvGer not only plays the bar he is using well but has the fundementals of the game down.
Along with keeping up with the pressure of PvP, someone who understands the games structure and laws so to speak, will do well in any genere of that type of game. You see this all the time in FPS, my friend who was awsome at golden eye was a deadly Halo and Call of duty player. Yet he had a more difficult time with gears because it had slightly different game play, (obviously I assume with all of that I have said that experience plays an important factor as well.)
Just wanted to point out, because it came up but in a different contex, that I remember reading how poker and chess are auctually very similar. The article stated that a good chess player could quickly pick up on poker and become a great player. I not very good at either so I would not know
Finally, did not see were it started, but the whole spaming skills on recharge was a poor example. If such a tactic worked, starcraft and guild wars would be bad games. Even the zerg, facing a decent player cannot rely upon this tactic. In guild wars you do not spam your skills (and skills that can be spamed still need to thought about such as guardian), you anticipate and use them when they will cause the most damage to the opponents team, and not just pure damage, but say d-shot damage. While fireball is not a great skill, if we have to use that example I would say it works best against clumped up targets that your garenteed a hit, I.E a good LOS so it wont miss. If you spam it, you will be wasting your energy.
Game Theory, Discussion 1
BoondockSaint
aapo
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Yes...and the problem is the game of Starcraft is not predefined, and apm has absolutely nothing to do with your ability to play the game.
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the ability to keep a scout (usually a worker) alive in an opponent's base, and the ability to use that scout to actively disrupt an opponent is a very skill intensive task. likewise, the ability to kill that scout (or deny it completely) also involves a lot of skill.
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So why is Guild Wars a simple game? There's only two things player can do outside his skillbar: run and attack. Whenever not running, player should attack to do the maximum amount of damage to enemy. Perhaps the most demanding task in Guild Wars is to balance one's skillbar. Computer bot doesn't have to do it, as player can do it instead. If the bot has Fireball on his bar, he tries to predict when there's going to be maximum number of enemies clumped together. That is the most effective use for the skill. Minion masters summon new minions when they have less than 10, which is the perfect use for the minion skill. Monk casts Guardian on targets under melee pressure, which is the most useful purpose for the skill. I see no reason why bot couldn't easily achieve perfect play and beat other human teams if the teams had same skillbars.
[DE]
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So why is Guild Wars a simple game? There's only two things player can do outside his skillbar: run and attack. Whenever not running, player should attack to do the maximum amount of damage to enemy. Perhaps the most demanding task in Guild Wars is to balance one's skillbar. Computer bot doesn't have to do it, as player can do it instead. If the bot has Fireball on his bar, he tries to predict when there's going to be maximum number of enemies clumped together. That is the most effective use for the skill. Minion masters summon new minions when they have less than 10, which is the perfect use for the minion skill. Monk casts Guardian on targets under melee pressure, which is the most useful purpose for the skill. I see no reason why bot couldn't easily achieve perfect play and beat other human teams if the teams had same skillbars.
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Hrm, I do like how you went from claiming that if you had 7 heroes you'd be able to micro them and win to if all 8 were bots that no one controlled, but instead were programmed. It's a good way to try and not look terrible! Unfortunately your argument still fails and what you said in the above quote was already discussed. It IS possible to make a bot team that could beat a human team assuming they're running the same build (so no build wars). But the amount of time, effort, size of computer, etc that it would take would be astounding. You're trying to simplify guild wars way to much when it simply isn't like that. You could tailor 8 bots to play one build to perfection. But half of competitive play now a days is build warsing the other team to win. Trying to tailor 8 bots to run every build would be nearly impossible. The same skill has many different uses across different builds. Even if you had infinite time, infinite space, and infinite knowledge, simply programming these bots would take a very very very long time.
Now I understand that you're either gleefully sitting behind your computer laughing at your successful troll OR you're just trying not to look bad after you got proven wrong after every post you made. But if it's any consolidation, I'm sure there are other people in the world that share the same ridiculous mindset as yourself - and would agree with every word you typed!
DreamWind
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- These two statements from two posters are contradictory. I'm going with moriz on this one.
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Originally Posted by aapo
That's why the more formanized and limited the game, the better computers perform.
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Originally Posted by aapo
So why is Guild Wars a simple game? There's only two things player can do outside his skillbar: run and attack. Whenever not running, player should attack to do the maximum amount of damage to enemy. Perhaps the most demanding task in Guild Wars is to balance one's skillbar.
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Originally Posted by aapo
I see no reason why bot couldn't easily achieve perfect play and beat other human teams if the teams had same skillbars.
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And this is all beside the point, that you were earlier claiming that with perfect play you could micro all your heroes efficiently or that Guild Wars and Starcraft are simple games. That is where this all started, and that is why people think you are nuts. Slowly back away from these claims and we can (maybe) get this thread back on track.
Glider of chaos
Ok, this was kinda interesting thread (before all this easy/hard, bot/human flame started). I'll do my best to ignore the flame.
While quite interesting, 1st post is quite controversial. I'll try to break it into parts and answer them separately (some of this stuff was mentioned before but I want to voice my opinion as well)
1. "veteran Guild Wars players are better suited to evolving and adapting" hypothesis.
I'm not sure if I fit this category, but I fit the description given by the OP. I played for more than 2 years but I don't feel like I'm all mighty and awesome at the game. I know the ropes but for the most part I just Crit Barrage my way through the game with 3 Necro heroes and henchies tagging along. It works like a charm and I hardly need to adapt. If I fail horribly I'll probably bring a different build to counter this situation. But truth to be told, it's not necessary in most situations. Crit Barrage is enchantment dependent build but I breeze through enchantment stripping with ease. I just target call and henchies drop the enemies for me. If I feel like my team needs me I just target call those with enchantment stripping powers 1st and use my full power after they're dead.
Actually as far as I can remember I changed my builds and tried to adapt way more when I was new to the game. Now that I have my trusty highly customizable heroes I just roll through everything with the well-rounded team and don't bother for maximum efficiency. If someone fails the team will still be victorious. I recall getting through the Hells Precipice mission with 2 fire ele heroes on my team without too much trouble. I felt like mobs didn't seem to die fast enough but I didn't bother to think about it twice. It was a final mission after all =)
2. "players would be further entertained by an additional power to gain after max level" hypothesis.
I'm not sure about this one. GW was positioned as "less grind involved, it's skill that matters" title. In fact we have this stuff in the form of title dependent PvE skills. And I don't like this pressure of "you gotta max those titles to get the best out of your skills" stuff. I consider fun I get from playing to be my reward and that's enough =)
3. "GW players will start playing other MMO games" hypothesis.
For me that's no true. If a game has monthly payment requirement, it's not for me. If it has micro-payments and privileged accounts it's not for me as well. I don't want extensive amounts of grind to get to the top. I want instant map travel and ability to respec freely. GW is still pretty unique.
4. "ex-GW players will for communities in other MMO games" hypothesis.
I'm not sure about this one. I've played quite a few MMOGs before I started playing GW and I never saw this happening. I saw guilds moving to the next games but I never saw communities based on "previous game" filter. On the other hand I have no proof of this being uncommon so I won't comment on this one =)
Bottom line: ex-GW players dominating other games is not likely IMO
While quite interesting, 1st post is quite controversial. I'll try to break it into parts and answer them separately (some of this stuff was mentioned before but I want to voice my opinion as well)
1. "veteran Guild Wars players are better suited to evolving and adapting" hypothesis.
I'm not sure if I fit this category, but I fit the description given by the OP. I played for more than 2 years but I don't feel like I'm all mighty and awesome at the game. I know the ropes but for the most part I just Crit Barrage my way through the game with 3 Necro heroes and henchies tagging along. It works like a charm and I hardly need to adapt. If I fail horribly I'll probably bring a different build to counter this situation. But truth to be told, it's not necessary in most situations. Crit Barrage is enchantment dependent build but I breeze through enchantment stripping with ease. I just target call and henchies drop the enemies for me. If I feel like my team needs me I just target call those with enchantment stripping powers 1st and use my full power after they're dead.
Actually as far as I can remember I changed my builds and tried to adapt way more when I was new to the game. Now that I have my trusty highly customizable heroes I just roll through everything with the well-rounded team and don't bother for maximum efficiency. If someone fails the team will still be victorious. I recall getting through the Hells Precipice mission with 2 fire ele heroes on my team without too much trouble. I felt like mobs didn't seem to die fast enough but I didn't bother to think about it twice. It was a final mission after all =)
2. "players would be further entertained by an additional power to gain after max level" hypothesis.
I'm not sure about this one. GW was positioned as "less grind involved, it's skill that matters" title. In fact we have this stuff in the form of title dependent PvE skills. And I don't like this pressure of "you gotta max those titles to get the best out of your skills" stuff. I consider fun I get from playing to be my reward and that's enough =)
3. "GW players will start playing other MMO games" hypothesis.
For me that's no true. If a game has monthly payment requirement, it's not for me. If it has micro-payments and privileged accounts it's not for me as well. I don't want extensive amounts of grind to get to the top. I want instant map travel and ability to respec freely. GW is still pretty unique.
4. "ex-GW players will for communities in other MMO games" hypothesis.
I'm not sure about this one. I've played quite a few MMOGs before I started playing GW and I never saw this happening. I saw guilds moving to the next games but I never saw communities based on "previous game" filter. On the other hand I have no proof of this being uncommon so I won't comment on this one =)
Bottom line: ex-GW players dominating other games is not likely IMO
[DE]
I think the statement was more aimed towards top PvP moreso than the average PvE'r. There are simply to many gimmicks that are shoved down an average pve'rs throat for them to learn much about adaptation and effective play styles.
maraxusofk
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Controlling scout to do meaningful actions all the while managing unit production and economy is a demanding task for human player, but not for computer, which in theory can micromanage any number of units. Hard part for computer program is to determine which actions are meaningful. That's why the more formanized and limited the game, the better computers perform.
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