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Originally Posted by HuntMaster Avatar
This was true back before skill tomes. Now a level 1 character can have every single skill in the game and be better than most level 20 characters.
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Which is essentially providing a means to skip that part of level advancement... or, more precisely, hand down achievements of an established character to a new one (because how is a new player going to get those tomes?). Seems one of the few examples of
reducing the focus on level advancement in GW to me.
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Also if a player is on his 4th level 20 character and you are on your first, the chances are that its not equal because the more experienced player will have the upper hand in knowing the skills.
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Which is the very definition of skill>time spent. In your paradigm, we could have two people who've spent equal amounts of time in the game, but one has spread their time around and has 4 level 20 characters, the other has concentrated it on one and has, say, a level 40 character (assuming exponential time to gain levels). The two players may be equally skilled, but I don't see the guy with four level 20s being able to beat the other guy's level 40.
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Well the same can be said in guildwars. Try taking a character who has not aquired all the needed skills to an elite area and see how well he can stay up with a player who has the experience and the skills for those areas.
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It only takes eight skills to make a build. This doesn't take long to get, either in PvE or, to refer back to your earlier money>skill crack, in PvP. Having the experience is an example of player skill, which I heartily approve of.
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The only real difference is that by the time you get to level 80 you will be ready for those areas and be nearly equal to everyone else, the only difference will be time spent playing in those areas which translates into items and experience with the area.
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If this works at all, it only works
once. If, for whatever reason, you want to bring a new character into the high-end areas... do you
really gain that much in the way of skill and experience going through that levelling treadmill again? You might need a little bit of training to adjust to the new class, but not a get-a-WoW-character-to-level-80-and-collect-gear-on-top-of-that amount. Guild Wars' low level cap is easily enough to provide that refamiliarisation.
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Now try taking a level 20 who has earned 100-200 skill points back to pre-searing or more realistically, back to the beginner areas of the game. They will have the same amount of fun as a level 80 in a level 20 area.
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Ah, but how much of WoW is a level 80 area? Without having played it, I'm going to make an educated guess and say "Part of Northrend".
By contrast, how much of Guild Wars is a level 20 area? Definitely all of EOTN, Nightfall once you get out of Kourna, Factions once you get out of the city, and the Southern Shiverpeaks and Ring of Fire in Prophecies. Realistically speaking, the Kourna, Kaineng, and the Crystal Desert respectively will all push you to 20 in short order and are really beginning level 20 areas as well, which can still be dangerous even to a character that's defeated the Domain of Anguish. That's, at a guess, 75% of the entire game that's fun to play in for a max-level GW character, as opposed to the cutting edge of the latest expansion in WoW? And that's without even considering Hard Mode. Yes, there are areas in Guild Wars that would be ridiculously easy for a level 20 character to be in...
in NM... but your attempted analogy fails in the face of the fact that in a conventional MMO, this would be something on the order of 90% of the game.
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The difference between level based worlds and guildwars is that in guildwars you can go to the elite areas unprepared and fail. In the level based worlds you can go to the elite areas and survive simply based on your items and knowing your own characters weaknesses and strengths. Plus level based worlds motivate players by making the later parts of the game harder and more exciting with bigger,stronger monster and items. Guildwars provides the bigger, stronger monsters but has nothing in terms of item improvement. I used victos axe for years and got kanaxai's axe because of how cool I think it looks, but it has no mechanical improvements at all. Which works for guildwars but is still a bit of a let down. You can get a weaponsmithed or collector item and never need another weapon. Thats disappointing to some.
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While I really don't care for bigger and better weapons.
It sounds like you
like using the level and gear system as a crutch. My response to having trouble with an area? It's not to get better gear and grind a few more levels and try again. It's to rethink my tactics and just plain get
better and try again - something I find much more satisfying when I eventually succeed. Maybe this makes me different from the majority ot gamers, but, well, the majority of gamers have WoW.
Besides, even that reaches a point where you're max level and can't advance any further. It just takes longer... and I've heard plenty of people playing a grinder that the game only
really starts once you get there. Why not skip all that grinding and play the real game as soon as you get outside the tutorial areas? Which is, incidentally, exactly what Guild Wars does in Factions and Nightfall.
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I'd say you are weaker by not having more weapons. If you have a machine gun and I have a sniper rifle or a missile launcher, you are probably going to die unless I make a horrible mistake or you get incredibly lucky. Weapons do make you stronger, which is why I win so much in CoD4. But that has a lot to do with perks also.
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Clearly, you had no idea what I was talking about.
The TF2 system is this - each class has a set number of weapons - usually a melee weapon, a bread-and-butter weapon such as a pistol or shotgun, and the class's signature weapon. For instance, the Pyro by default has three weapons - an axe, a shotgun, and a flamethrower.
Each of these can be replaced by a weapon that fulfills a similar role, but does so in a different manner. The regular axe can be replaced by one that does less damage normally, but more to targets on fire. The shotgun can be replaced by a flare gun, which will set the target on fire. The regular flamethrower has a secondary fire function that can be used to deflect rockets, but can be replaced by a different flamethrower that lacks this feature, but which does more damage against targets that turn their back.
However, you can still only bring three weapons onto the field as a Pyro regardless of your achievements. Essentially, it's like having a skillbar of three.
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When it comes to levels, its personal taste. I do enjoy big numbers because it usually comes with benefits. Harder monster, cooler skills, nicer loot. My record on Diablo 2 LOD is level 99 with my old zealer (1.07). Diablo doesn't run out of options at higher levels but instead hundreds of options open up. Better skills, better mercenaries, better items, harder monsters, harder bosses. Same with final fantasy (if I can use that example). It was very fun getting to level 99 and stomping the weapons. Its also a challenge to get those big numbers. Do you have the dedication to do it? Most people stop leveling in D2 LOD around 90-96. It takes real dedication to get to 99.
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Meh. Same gameplay, bigger numbers. *yawn*
I accept that you like that style of gameplay, but as you've probably guessed by now, I'm not such a fan of it. Different people like different things. Surprise!
At the bottom line, I'll throw you the same question I threw to someone just like you not too long ago:
There are... maybe not actually dozens, but certainly
plenty of MMOs and MMO-like games out there to cater to a long levelling treadmill. There's Diablo 2, WoW, LOTRO, WarhammerOnline, CoH/V, and more besides than I care to list. Why do you want to convert one of the few games that even makes an
attempt to cater for a different set of preferences when you have so many options of games that already cater to your own?
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Well so far I'v not found a single good rpg without a leveling system. Even guildwars has a leveling system using skill points. I'm not a big fan of zelda after majoras mask (killed it for me) and its been so long I can't really remember that series too well. But besides that single franchise, I can't think of another rpg series that does not have a level system of some kind.
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There is a big difference between unprecedented and impossible. Just a half-dozen or so years more than a century ago, no-one had flown in a heavier-than-air vehicle either.
Besides, just because
you don't like a game doesn't mean I'll agree with you.