Quote:
Originally Posted by Bryant Again
Yeah, because that's ANet's intended form of play. Easily shown through the hero limit and limit of PvE skills.
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You can find that in the guildwars web page (in here
http://www.guildwars.com/events/trad...7/gcspeech.php) :
"It is tempting to believe that because a player is playing an MMO, and because good MMOs are social games, every player must therefore like to play with other players in a group. Our experience with Guild Wars is that this is an erroneous and dangerous assumption. On any given day, a player may want to play with his guild, or he may want to play with his best friend, or he may want to play alone. The fact that he is playing in a large communal environment is not a predictor of how he wants to play. We should be striving to make games that let you play how you want to play right now, and offer you the flexibility to progress with any combination of players you like.
Don't underestimate the importance of solo play! Sometimes your friends aren't online, sometimes you want to kill 30 minutes while everyone groups together, and sometimes you just don't want to go to committee on every damn decision. The quality of the solo play experience is just as important to the success of an MMO as the quality of the multiplayer experience. A few months before the release of Guild Wars we added computer-controlled henchmen to the game as a way to pad out your party when your friends weren't around. Later we enhanced this feature and introduced computer-controlled Heroes, which gave you control over their actions and more fully supported the notion of playing the game entirely on your own. While it may seem counterintuitive to add features that support the solo play experience into an MMO, we believe that Guild Wars would not have been as successful had we not added these features.
Two-player gaming, or as we call it "buddy gaming", is not a generic case of multi-player gaming, but is instead its own form of play that deserves special attention. Increasingly, MMOs are used as a setting for "real world" social interaction, including dating, spending time with your kids, or hanging out with your best friend or spouse. Just as the real social dynamics in a one-on-one setting greatly differ from the dynamics of a large group setting, the game experience when playing with one person differs from the experience of playing with a group. You can slow down, smell the flowers, discuss what you've seen and what you'd like to do, strategize and assist each other, and communicate on a more sincere level. In short, it's a more intimate form of community, and we should be supporting it explicitly."
Guess they beg to differ.
I reckon they don't implement 7 heroes because they don't know very well how to act, they are too "lazy" to do it now or because they are smart and want people to have 2 accounts
Quote:
Originally Posted by snaek
i agree
u learn by playing the game
the prob wit gw, is that it has become too much about "build wars" than anything else
build overcomes anything so ppl will rely on this
instead of obtaining skill by learning through play to beat the game
many ppl will beat the game by "studying" good builds instead
so good builds compensate for lack of good skills
of course good builds and build-making skills is very important in gw
but when there r a select few builds that will dominate without question
its broken imo
and even if u dun have good build-making skills...
pve skills have only made it more obvious to which r "good builds"
u stick some pve skills on ur bar, and ur bad bar becomes instant-win in many cases
so pve skills compensate for lack of being able to make a good build
and to top it off, consets will compensate for everything else
theres jus too much compensating "player ability" wit "in-game character ability"
its almost as if playing wow wit a lvl 60 character against lvl 20mobs...
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Comparing GWs to WoW isn't a good idea IMO. In WoW you level and acquire equipment to kill stronger "stat" mobs. What you need to do as player is not to split your attributes (or whatever they are called in WoW) too much.
GWs is first about individual and team builds.
Sure, it is a lot easier to copy a build than to make one, but you can't do much about that - that is what people do every day (look at what school is, for example).
Then it is about decisions on when to use the skills available and what mobs to prioritize.
The problem of PvE is similar to the problem that GvG faces (DON'T START TO FLAME YET!).
Long ago, GvG was about pressure and attrition (ok, there were the occasional spikes). Today, GvG is most about spike spike spike, until someone on the other side makes a mistake.
If you look at today builds, you will see much more direct defense (as in you cast it on your team mates, then by disruption of enemies). Which is odd, because defense became better and better.
Damage improved too, but mostly, direct damage, instead of pressure damage by conditions and hexes. Getting a stack of hexes and/or conditions, to see them all removed by [[divert hexes], [[restore condition] or [[peace and harmony] isn't nice.
In addition, everyone runs 600+ health now.
Now lets look at PvE - the mobs do more damage, attack faster, cast faster, recharge faster, have more energy regeneration, have more health, have more armor.
Do you want to fight a war of attrition with them? You want to degen or pressure them to death?
If you add to that the fact that most mobs don't even have decent monks, it is clear to understand why most PvE play revolves around "lets buy enough time to kill them" tactics.
Since the AI is quite stupid and players have the tools, a good player that doesn't trust its teammates, will prefer a "tanking" build or an imbagon build, where he/she can control the outcome of the fights.
Yes, it is a bit hard to tell players apart, but we can't forget, that despite being bots, the first team to do DoA was a GvG team using tank and spank.