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Originally Posted by DarrenJasper
Also from guildwars.com:
Thanks.
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And if you had any clue what they were talking about or had played any of the games they're referencing, instead of just being your typical inane self, you'd understand that the context you just quoted has absolutely no relevance to this thread.
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The game is designed to reward player skill and teamwork, not time spent playing, so you won't need to spend hundreds of hours leveling up your character to compete.
You don't have to spend countless hours on a leveling treadmill to get to the interesting parts of the game, because combat is designed to be strategically interesting and challenging right from the beginning. You don't have to spend hours running around the world to prepare for a quest, because Guild Wars allows you to instantly travel to the beginning of any quest that you've previously unlocked. You'll never spend days playing, only to discover that the choices you made early have left you with a permanently uncompetitive character. The unique skill system in Guild Wars encourages infinite experimentation
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Both of the above are referring to specific elements in games like Everquest and WoW. The hundreds of hours of leveling comment specifically targets these games. The questing system they're referring to is almost directly a reference to the fact that in Everquest and WoW, you have to collect quest components that take sometimes months to find. This has absolutely no bearing on this discussion, as nobody has even complained about leveling rates or quests taking forever.
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both easy to learn and compelling to play long term, and yet does not require players to spend hundreds of hours slogging through the preparation just to get to the fun bits.
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This is in reference to getting to the high level games in the above mentioned games. Both of them require a massive number of hours just to be competitive in the high level game. Without unlocking anything, you can be competitive in the high level game of Guild Wars, both in PvE and PvP. Nobody is disputing this at all. It's irrelevant to the discussion.
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Success in Guild Wars is always the result of player skill, not time spent playing
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Success in ANY game is based just as much around skill as equipment. Equipment can give you an edge, but if you suck as a player, you're going to lose. It's yet another irrelevant quote for this discussion.
You don't appear to understand what the people that enjoy PvE are saying. I'm not talking about farmers here. I'm talking about the people that want replayability from the game that are your average PvE-style people. The latest changes in drops effects these players. Reducing drops effectively reduces the replayability for these folks. Rare drops are not always bought/sold by the PvE community. I, for one, have an entire character filled with rare stuff, from rare axe handles to superior runes. I've never sold a single thing in the game because there's no point to it for me. I'm in the game for discovery, exploration, missions, figuring out how to beat the PvE content, and having fun.
Everquest provided thousands of hours of replayability because they understood this concept. WoW has thousands of hours of replayability because they also understand this concept. This game COULD have thousands of hours of replayability, if they would simply understand that a large portion of their player base are out there to discover new things and explore new areas.
Guild Wars has the best game mechanics of any RPG-style game I've ever played. I think they have an incredible opportunity to be one of the best PvE games (not MMORPG) ever. They just need to figure out a way to balance the PvE discovery aspect against the PvP encounters and not blindly cater to one or the other.