First, bravo for a well thought out and well written post. I'm mostly addressing this first post in of itself, though I've at least skimmed what was written up to this point.
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Originally Posted by Madan
**This is a mirror post of the review I gave on Designtechnica. If you all have any suggestions as to what I'm doing wrong...let me know. **
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1. Is it just Designtechnica.com? I'd be interested in seeing a link directly to that thread.
2. I'm not actually sure what you are asking for help with here, but ok. =)
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... after playing the game for about a month, I can tell you right now that the game is NOT WoW. If you're thinking that you're getting Everquest for free, you're wrong.
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Sure. I agree completely. This is an excellent comment.
I didn't want Everquest. I played that for a few months, didn't like it. Boy, I'm glad GuildWars isn't Everyquest. =)
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The server instancing that you experience on quests or missions means you rarely meet people outside your own team of friends. There's definitely a social component missing as a result.
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Also true. This is a fine and legitimate complaint. I personally don't find it serious, but compared to most other Massive Online games it's definitely true. It's not that there isn't ANY social component, but it is lessened.
You seem to be more upset by it than some, but as a guide to people considering what game to play, GuildWars definitely rates lower in social interaction than many other Massive Online games (though I think not much lower).
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My first build was a MesmerElementalist and it took me 25 hours just to solo-level to 10th level post-searing. My FighterMonk took approximately half that time.
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This could be rephrased as, "The first time I played the game, it took a lot longer than the second time I played through the game."
The first time you play will almost inherently take you MUCH longer, because you are learning the whole game system. So I don't think this is a completely fair comparison.
That said, the game is new and probably still have balance issues. Bring them up to ANet and here and such. =)
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Of course the statements about GW not being non-time intensive are completely inaccurate. The game is VERY time-intensive. Sure, you can teleport from city to city using your map. Great. But to play PvP, you need to obtain skills, equipment and other resources through campaigning ...
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This is in of itself a still hotly debated issue, and I won't try to debate it here. =)
I'm not sure anyone has said GuildWars isn't "time-intensive" per se, but your point is taken.
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The henchmen are even equipped with really solid AI and perform much better than their levels would indicate(they're about 6 levels lower than you at any given time).
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This is at least a partial exagerration, and probably based on your first character. I have another character going through the game at a still leisurely pace (I'm not running across the map to skip missions or anything, but I'm ignoring a lot of side quests), and my character is actually keeping quite close pace to the levels of the henchmen.
Even the first time through, it often seemed like the henchmen were usually 2-3 levels behind me. Your Milage May Vary.
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The problem is that they're a huge resource burden, often making drops from mobs far less likely. The drops can be improved with less henchmen on your team but the game becomes far more difficult in some game areas if you do decide to group more sparsely. You are ultimately forced to decide: Do you want gold, items and goodies or do you want levels. No game should force you to play that way.
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Sure, but this is identical to true soloing vs. playing with other humans, just like any other Massive Online game. It's still your right to complain about it, but it's NOTHING that's actually specific to GuildWars.
I'm not necessarily agreeing or disagreeing that no game should force you to play this way, but as far as I can tell they *all* force it right now.
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The creatures in the game are repetetive and employ poor AI during the first 10 levels. Once you start facing Charr and other opponents, the AI climbs slightly.
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I hope you aren't really counting everything before entering the Academy. That really IS a tutorial section, and it's supposed to be incredibly easy. It's almost all practice until you start fighting Charr. Some people say it's all practice until you finish all the missions. (There's even some grain of truth to that, because by all indications the level cap will not be raised in future Chapters.)
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... Now square such a map and you can realize that there is a large variety of areas and creatures to slay. The problem is that you'll most likely be slaying the same three types over and over once you enter one area.
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Sure. This is true. Like most things, it's a matter of opinion how important it is. "Three types" is also a wild exagerration, but the point is taken. GuildWars does NOT have the variety of basic art and model types that at least some other games do. (Other games still reuse the same art and model types over and over again, of course, but still have more per square foot or whatever. =)
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The last two problems I notice is that the game has a story but unlike most reviewers, I think it's pretty weak. The game unfolds around you very slowly, rarely forcing you to make tough calls or split-decisions. Moreover, the gameplay focuses on either: "Fetch me this ingredient." OR "Kill XXX entity for me to gain experience.".
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This isn't really unlike most Massive Online games. It's a legitimate complaint, but largely unfair to directly compare most single player RPGs with Massive Online games.
There are design problems that aren't easily solved. It's fine to push for them to be solved, but again, GuildWars isn't unique in this aspect.
It's pretty friggin hard to come up with unique quests. Almost all of them are, "Kill [Enemy]", "Move to [Location/Person]", "Protect [Something]", or some combination of those. There are a few more, but seriously, that covers at least half the quests in nearly ANY RPG game.
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The problem becomes even more underscored when you realize that the game mechanics are VERY shallow. Six professions, NO kinds of stats, save your ability scores(about half a dozen) and your AC. Everything else is obscured from you, so if you're a stat-junky or a tactician that relishes sifting through volumes of statistical possibilities for variation in your character, like in D&D based games or Diablo...you can forget it. The game feels far more like an FPS than an RPG and the only real ways to differentiate yourself from your opponents is the color of your spells/effects and your outfit.
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Your point is taken, but GuildWars is far more like Diablo than Quake. It's far more like Quake than Diablo is like Quake, but it's still mostly Diablo-esque.
Again, a major point of opinion. I greatly appreciate the elegance and simplicity in GuildWars, while still providing an absurd number of combinations of all kinds. If you are REALLY looking to do statistical craziness, I think there's TONS to do in GuildWars. Some of it doesn't come at the lower levels of PvE, but that's extremely reasonable: Introducing things slowly makes it FAR easier on new players. This is an admirable goal.
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Which brings me to my last point. Outfitting your character is an excruciating process. Sure you can salvage materials from goodies and craft your own items with help. Usually, the item you found at level 3 is just as good as the items you find at level 13. No, I'm NOT kidding. The items are very ho-hum. No distinction between them in appearance or abilities.
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1) I disagree completely with the assertion that items found at level 3 are as good as level 13 items. I have not experienced anything like that, and I have four characters who are at least level 13 or higher.
2) Again, it's true that GuildWars have less diverse art than many other Massive games. I don't care much, but don't disagree with you.
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... One could argue that such a process allows a rewarding satisfaction to those that finally achieve their differentiation. Unfortunately, I haven't asked those 2 people yet. But seriously, forcing 98% of the people to look almost identical just to reward 2% of the 24-7 players is NOT a good strategy.
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Again, I think you exagerrate this a great deal, while still not being wrong.
It's a slight amount of work to get five dyes of a particular color if you really want them, especially if they are rare black dyes. Otherwise, though, getting dyes in general isn't that hard. You can buy most of them for ~150-300 gold.
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I would have to say that GW is a very unforgiving game.
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Like many others, I disagree completely with this. Refund points and the way skills and the skillbar works seems extremely flexible to me, and makes it easy to change your character in retrospect. Other games often lock you in to choice you make every time you level up, and it's just worse. Guildwars is the most forgiving RPG I've ever seen.
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(...) Using the same 8 spells over and over(you can only outfit your character with 8 spells/abilities at any one time), on brainless mobs so that I can scrounge 60 gp to buy an extra +1 on my generally ineffectual weapon, just to start all over again, is NOT my idea of "fun".
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Why are you using the same eight spells over and over? Cities are VERY common, and I often change my spells at every city. Using refund points, I've played my ElMo as a pure Lightning attacker to a hybrief Fire/Healer to a pure Healer to a Fire/Ice attacker to a pure Earth/Protection defender. And within each of those combinations there were MANY choices for what skills to actually use, and how to spend my attribute points.
You may actually be alluding to some other kind of problem (not enough new exciting items often enough, which largely relates to a lack of art, as previously mentioned), but this seems to have little to with whether or not GuildWars is "forgiving". Fun and forgiving are very different things. =)
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I'm pretty sure that as time goes on, more and more people will bore with GW because it seems to punish players even more than Everquest or WoW. People are just too wowed at the moment to notice.
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Yeah. I just don't understand this comment. It doesn't make sense to me. I hated Everquest because dying was TERRIBLE in it. In GuildWars, dying is at most a temporary annoyance. In Everquest, you lose all your items, have to go back to your body to get your stuff, and often die along the way, making it even harder. How is that less punishing?
I really get the feeling that I'm just not understanding what you mean when you say this. (This isn't trying to pin the fault on you, I'm just confused.)
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It's a shame too because GW has huge potential.
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What's the shame? Game hasn't been out for two months, and has significant weekly updates. No matter how much unfilled potential anyone thinks GWs has, there's still a lot of time for it to be filled, ESPECIALLY when there's no monthly fee.
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The problem is that this game is mostly skin-deep. Maybe they can transplant NWN equipment into GW and tweak the economy/community.
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Sadly, you can't expect NWN to translate into a Massive Online game. It would just be a different game. I think GuildWars will never match communities that use far less instancing (which I still believe is merely a tradeoff, not inherently good or bad, depends on your opinions), and the economy is making leaps with each update. It's still not perfect (possibly the biggest problem *I* see with GuildWars is still the economy), but they have publicly stated they see the problem and have already made some game changes to address it.