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Originally Posted by ThunderStruck
Yeah, there is NO problem with locked gates on the first run through the game, if you actually follow the storyline it helps you through. But the 2nd+ runs...........
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This is why the locked gates in the game should be
account-unlockable. ANet designed this complex city with explorable areas containing multiple exit points, but I'm always led by the hand to only use one at a time (until the quests are just about done in these areas and walking through them becomes utterly useless anyways).
I can see why ANet would want to limit running and to make people play through the PvE quest the way they intended. There were far too many Prophecies players who got skipped through Tyria their first time through and learned nothing of how to play the game. Well, fine. I'm willing to play through the linear quest, where I'm only allowed to walk through basically one route through what's supposed to be an EXPLORABLE area. ONCE. My 2nd+ times through the game I'd like the explorability put back in (think of it as a NEW GAME+ or something), or I'm just going to refuse to play through the game at anything other than a here-and-there snail's pace with those subsequent characters. I'd like to be able to find shortcuts to new areas, find new paths to get to places, etc... -
anything to help enhance the replayability factor of Cantha past my first character.
I also don't like the locked gates on the first island either. With my follow-up characters, I'd like the opportunity to NOT have to follow the mind-numbing tutorial quests for hours just to get going with the story.
Just my thoughts. Locked gates are good for stopping runners, but they're also great for pissing off people who like options as well. Making these gates account-unlockable would be an acceptable compromise to either situation IMO.