Yeah, thread necro, so sue me - it's not like we have a ton of active threads left here anyway, and I just felt compelled to reply here after popping into the game to prep for the upcoming Dragon Fest.
Quote:
Originally Posted by DiogoSilva
If we focus only on the things that both games are similar at, or especially at things one game is good at while the other is decent/ mediocre at, I have yet to see anyone point out clear weaknesses of the sequel compared to the original game. I'm sure there might be a few, but I haven't see anyone pointing them yet.
Keep in mind that I'm comparing the apples of each other. When people post their dislikes about the sequel here, they are mostly comparing oranges with apples.
The combat is more action-driven, with action-driven controls. The philosophy behind profession customisation is different. The solo-content gives a completely different feel than the original's hero/ henchmen party content. Those details are not comparable, and it's perfectly fine someone enjoys GW1 a lot more than the sequel, because it feels like a different game.
Outside of those details, though, GW2 does everything that GW1 fans demanded for years. It fixes GW1's casual pvp formats, it fixes GW1's economy system, it fixes GW1's restricted and outdated movement system, it ramps up GW1's generic quests to something more unique (something that would have happened with GW1 already, if they didn't cancel its 4th campaign).
GW1's diehard fans might be unhappy that the improvements GW1 needed were put in into a sequel that feels like a very different game, but I can assure you, if most of those fixes and improvements wre put in into a future GW1's campaign/ expansion, people would love it, because they have literally been asking for those features for years.
If GW2 had a more similar playstyle to GW1: for example, if we had the option to play GW2's PvE completely instanced and with heroes/ henchmen, without changing anything else about GW2, the improvements the sequel brings would be clearer to see.
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The problem is, the games are different enough in many aspects so you have to compare oranges to apples. Even with your examples of "similarity" the mechanics of those systems are different, which is compounded by the different design of the game, so the improvements you talk about are still an orange to apples comparison.
The only thing that can be fairly compared are the graphics, and by nature GW2 should look better than GW1, but ultimately that will also comes down to personal preference. For me, I don't put any stock in a game's graphics because no matter how good a game looks, those graphics go to waste if you don't play the game because the gameplay, design, and mechanics are not to your liking or are just flat out inferior.
How does GW2 fix the casual PvP formats?
How does it fix the economy system? (Aside from implementing an AH, though from what I have heard from some friends playing the game, the implementation isn't as good as it could be).
I really never paid much attention to either outside of Factions' FA and JQ arenas as I am a PvE player by nature, so would like your opinions on the matter.
Outdated movement system? Again, oranges to apples. It's only outdated if your personal preferences lead you to believe that. Personally speaking, the movement and combat in GW1 feels better to me. Jumping puzzles? Can't stand them - if I wanted to play a platformer, I would go back to my NES and play Mario Bros again. Talk about outdated!
Improved quest system? Again, personal preference and different mechanics, thus oranges to apples. Ultimately, however, all quest systems boil down to your basic fetch fedex quests, regardless of the presentation, even in GW2. Dynamic events? Nothing but unorganized zergfests that cannot possibly be anything resembling improvement over a skilled and organized Raid event (or elite dungeon run in GW1).
The "Buddy system"? Yes, an improvement over any MMO where you are now scaled to the level of the area so you can help your friends or guildmates, or even a random player in a noobie zone. Poor implementation however, that they are still trying to get right. And just for personal preference, forced level scaling is an inferior implementation.
Honestly, the only thing I ever saw GW1 players asking for for years was less instancing and more open world so the game would feel more like an MMO. Ultimately, that too comes down to personal preference. I for one can't stand respawns and no matter which MMO I have played still long for the ability to just wander a zone or afk as needed wherever I am and not have to worry about fighting the same mob over and over and over and over again. Where is the improvement? GW2 feels as single-player oriented as GW1, you just happen to see random people running around now instead of NPCs. The actual MMO part of the game is not improved at all, and in several aspects, design decisions in the game make it inferior to other "outdated" MMO mechanics.
When it comes down to it, the "improvements" in GW2 only are such if your preferred playstyle is complimented by them. Personally speaking, GW1 PvE is superior to me in every aspect of design and playability to GW2. So when us fanbois of GW1 complain about GW2 we do it because GW1's design is more befitting us as players, and because most, if not all of "What we loved about Guild Wars" is decidedly absent from Guild Wars 2, despite the marketing catchphrases Anet used. One need only look at the manifesto Anet so brazenly put out during GW2's development to see how far the actual game fell from the ideals and actual design that made GW1 great to play in 2005 and still remains great to play today.