Sigh...A wall of quotes is no less painful than a wall of text.
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Originally Posted by DreamWind
What is the benefit of playing through the game? To have fun? Perhaps people got God Walking Amongst Mere Mortals, a title that almost certainly requires good amounts of grind to achieve, for fun?
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Yeup. And that's all you get. No gear, no boosted stats, just that sense of personal achievement.
There's 0 harm in adding trophies. If having the kind of "grind" that we have in GW is a problem, then pretty much every 360 game would be in some sense of trouble (they're not, don't worry).
Quote:
Originally Posted by DreamWind
Yes that would be nice, but in reality it doesn't work that way...
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Which is funny, because that's exactly how it worked in GW1: people wanted grind, people didn't want it to get in the way of their game, both groups are happy. If you want to spend hours upon hours doing a tedious task you totally can. You don't have to if you don't want to and there's no drawbacks for not doing so. Now if you have some sort of fear that the grinder's are "GONNA TAKE OVA", then that might be something else...
There's very few routes ANet could take in implementing a high level cap while being able to satisfy both those who enjoy the grind and those who do not:
-Scale encounters based around player's level (as seen in Oblivion and Mass Effect): In doing so, you eliminate some of the urgency of needing to level and eliminating some of the "cheap shots" you see in leveling (ex:killing monsters/mobs only due to how high a level you are). In addition it provides the player with being able to go any route in the game they wished, being able to complete and progress through the game's hubs in any order they desire.
With the game set-up in such a sense, you could pretty much just have the whole game stay at any set level and it would still have that depth. However there are quite a few people who like to see their character grow in such a sense and who love to see how far they've come, and given such a system there's no harm done in implementing it.
-Provide a long and in-depth campaign in a static world: This would be a bit harder to do. In Prophecies it was done highly well, and being level 20 showed that you went through a lot to get there. The problem would be fine-tuning it to not feel drawn-out in any sort of sense (see the "Mumorpuger" path).
-Pull a Diablo: In addition to the previous method, this would mean having a static world but with the option to turn on more challenging difficulties. This would provide with some more consistent gameplay so it doesn't just get easy and effortless because your character is so powerful. Likewise, if you do want to be able to breeze through stuff you could just stay on a less challenging difficulty. If you want to be able to breeze just as easily on the hard as on the "easy", then get better.
-Have a "hard cap" of a certain level and make the rest of the levels completely based on vanity: This is something they've already discussed about not doing, but nonetheless it's worth a mention. Players who like to keep GW reliant on skill are happy, those who like to see their progress tracked are happy.
Then there are the problematic paths:
-Have a static world with an ever increasing (and stat boosting) level cap: If ANet took that "unlimited level cap" they were talking about, put it in GW1, and have none of the enemies scale to that level, things would get boring real fast. Games are supposed to get easier as you get better, not because you've spent time grinding yourself out. You'll see a lot of people that do want things made easier for them in such a fashion, but you'll see the most successful games challenging you and demanding you to be more skilled (like ya know, Mario? Zelda? Any good game released recently?). If all of this change in the Guild Wars franchise is pointing to ANet wanting a lengthier game, this has the potential to bomb it.
-Pull a "Mumorpuger" (see: Zero Puncuation): Have a high level cap but draw it out through numerous kill quests and quests that require items with insanely low drop rates that may or may not come from monsters who also have insanely spawn rates. This also has quite the potential to axe GW2. This is what many consider to be "grind": needlessly long and tedious to obviously keep you subscribed longer.
Bear in mind that these are just some of many possibilities. Not everyone may have the same idea when they think of a higher level cap.
Quote:
Originally Posted by DreamWind
Just as rewarding things come from the grind in GW, its just not content like it could easily be in GW2.
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wat
The only thing I and anyone can get from the grind in GW is personal fulfillment. In WoW I get access to new instances and raids and the gear required to progress through said instances and raids.
The only way ANet would be able to "easily" provide with as much content in GW2 would be to give it a subscription fee.
Quote:
Originally Posted by DreamWind
You don't see the harm because you are either one of the people who enjoys it (like a LOT of people) or one of the people who simply doesn't care (like the people who don't care about balance). When you are a person like me, who doesn't enjoy it and does care about how much the game has degenerated from its roots, then you start to see it.
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I don't care because all the "grind" is optional, isn't required to play through the game, and makes little to no difference on your gameplay if you choose to do it all. I just see zero harm in Guild Wars 1 having the varient of 360 achievements, just in GW1 it's shown a bit more pretty-like when you get them. How GW2 goes is different, as shown from above.