Quote:
Originally Posted by heavenscloud2
um faction presear ends when u get out of the annoying toturial, since u can accsess ur storage, weapon/armor crafter and traders.
also there is a huge gap betweenn the island and the mainland. the mainland is for lvl20s, hardly anyone is lvl 20 after u finish all the quests and mission, and some quest are stupidly hard, for example "The Captured Son"
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Though you can access all of these in the Monastery, you do not yet have a second profession, and the areas you travel through still have enemies at level 2 or lower who do not aggro you unless you attack them. If you've noticed, the only Kappa mobs before Harbor that will attack once you enter the aggro range are those with a level 6 Kappa "babysitting" the level 1s.
We can't really draw a precise parallel between the "training areas" in Prophecies and in Factions, but there is a huge jump in enemy "party composition" and tactics after the Harbor, and you only need to look at the henchies who are level 13! at that point to see that ANet sped up advancement on purpose. I agree there is another huge jump between leaving the island (even if you do Captured Son you only get to level 18) and hitting the mainland (where even random city mobs are level 20), but that's just additional proof of the greatly shortened learning curve in Factions.
Quote:
Originally Posted by kimahri
Ok, read through the thread and I'm starting to feel like the only person who likes the game and the fact that leveling goes fast. Ok, not too many missions but I have so much to do when I have finished the last one. My list is so long that I often have a hard time to decide what to do. Playing with friends is always fun, but what do I know.
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I don't really have a problem with fast advancement. What I have a problem with is the fact that in Guild Wars - and I mean the "theory" of the concept of Guild Wars here - advancement does not equal better characters or better players. The "theory" is that Guild Wars is a game based on
skill(s), both the
skills you choose to bring on your character and the
skill with which you can use them. What good is fast advancement when there are fewer skills available from quests in Factions (so new players who haven't been saving for Factions can't get the skills outright) and when there isn't time to figure out how different skillsets work on different enemies (so new players who haven't played Prophecies don't have the advantage of figuring out good skill setups)?
I believe that's one of the main reasons we see so many assassins dying in missions and quests. As new players, they never managed to stick with the steep learning curve ANet based Factions around, and they didn't realize the need for better armor/skills/skill sets. It's the same thing we've seen with W/Mo in Prophecies, really: new players don't realize when the challenge level has been raised so far they need to reevaluate their tactics.
Quote:
Originally Posted by artay
I always say: Don't Complain if you can't do better. So basically anyone in this forum who has made an online game that has sold over 1 mil copies may speak....*waits*.........That's what i thought,
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I feel the need to reiterate. First off, we are
customers. We
paid for Factions based on the expectations that we had from Prophecies. Clearly, we got a different game, and "different" can mean good or bad depending on the person. But as
customers, we have a right to voice our opinions on the game. Your logic could just as well support
"If you haven't made a successful game, how can you praise them?" Neither of us has created a top-selling video game; how can you say I have no right to criticize ANet without implying you have no right to claim the game is good? If only experts can comment on the work of other experts, experts lose touch with the common people.
Second, ANet doesn't actually have a precise way of presenting the public with accurate play numbers. Unlike WoW, where you know X million subscriptions means the gaming community is X million players strong
this month, ANet's disclosed numbers - Y million games sold - show only how many people have
bought the game. The distinction is incredibly important because if ANet could/would tell us how many people logged on
within the last month the numbers would be
much lower. Of course, it would be commercial suicide to reveal these numbers (if ANet even keeps track of them), but without an accurate count we can't actually tell how many people have already
quit.
Quote:
Originally Posted by Shred Dread
-I agree with a lot of the comments here. There is less content and more grind, and experience is seriously inflated. However, I still count Factions as one of my favorites games. No game is perfect, yet I see people ranting about how "Anet has betrayed us!" Why don't you all write letters to Anet telling them how YOU think it should be and how Anet is a "traitor" if it doesnt make all it's games exactly the way YOU want. It's easy to crizticize, but I still see people paying their $50 for the game.
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ANet has listed GuildWarsGuru as an "Elite Fansite." ANet employees constantly prove they're watching this forum by making posts. This makes it as good an avenue as any for player feedback, and each "I hate Factions!" thread is, at the very bottom of it, the very letter you describe. They've already been written, and they're still being written as I post.
I, personally, do not "hate" Factions. I greatly dislike certain decisions that ANet has made for Factions, but not to the degree to stop playing. That doesn't mean I'll keep playing Factions silently, when
ANet has given me the hopefully true
impression that my opinions matter to them. I hope that, if ANet sees a large enough dissatisfaction with Factions, and if it recognizes certain design elements as the general source of negative feedback, it can make
different design decisions for future games.
Quote:
Originally Posted by Gwenhywar
I don't know how anyone can call Factions a PvP-oriented game ... it's a FARMING game. Despite of ANet whining how much they hated farming, the essence of Factions is just that: faction farming. Just look at the guild that's sitting on Cavalon by farming supply quest over and over and over again. It's kinda pitiful that to be the strongest Luxon guild all you need is ... mindless farming. I already see chinese farmers & their bots farming faction with supply runs in near future, even not being a programmer it's not hard to see that these kind of scripts would be much simplier than the ones used to farm minotaurs.
I really wish they'd think at least a little about the PvP people and allow us to switch part of the Balthasar's faction we get for Luxon/Kurzick faction, so that we are not forced to go farm faction in PvE to be able to compete with the PvE farmers' guilds. (Ofc PvPers can do alliance battles, but IMO without 12 people parties they aren't that fun anymore and many would prefer to get their faction in GvGs instead).
I don't know what happened to "no grind" ... Factions is ALL about grind.
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The Factions focus on PvP is more a perceived than an actual thing. Players want to see a reason behind the mad rush to level 20 and through the storyline, so they assume the main thing that was there for Prophecies characters - PvP/GvG/HoH - is still the focus in Factions. Problem is, Factions is about "Alliance Wars" rather than "Guild Wars," and getting faction points for the alliance becomes the only real pursuit, since it leads to elite missions. This indeed leads to a grind, whether it's an Alliance Battle PvP grind or faction farming PvE grind.
Quote:
Originally Posted by Warcheif_Jonval
While i understand the Op's opinion, I must say your view is quite skiewed.
Backtracking at this level is nothing compared to the entire days I spent traveling on the back of a chocobo, doing basicly nothing, in Final Fantasy 11 just to prepare to travel some more on a chocobo tomorrow and waste hours upon hours standing in the same spot, killing something every 20 minutes, grinding for days upon days to obtain enough money just to buy my food for leveling. yes, I said Food. When I finished getting gil for food, I had to WALK back to a town, atleast 20 minutes of walking away from me. With absoloutely no speed boosts.
Now, in reality the amount of game play in FF11 only 40+ hours, but that only counts the missions. Not the insane months of grinding. some might say "You grind in GW for months too!" But what they dont realise is that the grind in GW has a shred of entertainment in it. You grind in FF11 to obtain something through basicly entering a zone, clicking on a monster and chatting to your freinds while the game does most of the work for you.
If you want to bitch about something like grinding in guild wars or lack of content, go play FF11. Either you will get all the content you could ever dream, or you will find that the grind in GW is about as tedious as playing your favorite game in comparison.
Again, I understand the Op's frustration with the "lack of content" or the amount of backtracking, but people such as I understand the good in what you say is only bad.
(Any posters that claim "Im off topic, I do not understand this, or that the two games are so diffrent you cant compare them" are subject to flames and insults)
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Backtracking may be the way
other games have been set up in the past, but it's not one of the
main design elements in Prophecies the way it is in Factions. My point isn't just that backtracking is bad; it's that it was a
necessary feature that ANet
chose to include because of the way they designed Factions. If the continent wasn't so compressed, we wouldn't have so much backtracking; if there wasn't so much of an emphasis on persistant alliance warfare, the continent wouldn't be so compressed.
Why should I be happy with what I
got when I was happy with what I
had?
Quote:
Originally Posted by TRicciardi
Just to clear one thing.. stand alone != sequel or new game..
Stand alone means u can play it without the core game..
Factions is a stand alone expansion where you don't even need to know the story of prophecies to play..
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You're correct on the
story - the way the Factions storyline is set up you don't need to know the Prophecies storyline at all. But what about the gameplay? Can you honestly say that people who learned the game at the much faster pace of Factions will be as able to take on the same tasks as people who learned it in Prophecies? As a Prophecies player, I already had a general idea of what to do and how to set up my skills when creating a new character in Factions, but working out skill setups and combat strategies takes time - time that Factions characters simply don't have.
Even In terms of the learning curve, Factions is an expansion rather than a stand-alone game.
Quote:
Originally Posted by Ken Dei
My perception of A.Net has been continuously blown away in small bits since Factions released....this is not the company I bought Prophecies from...something is terribly wrong...maybe A.Net has become "afflicted" with a different kind of foreign plague...such as NcSoft Corporate Execs....
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Oh yes. And any day now, they'll die in an Afflicted Explosion that kills us all because we're standing too close and attacking them in a Frenzy
Quote:
Originally Posted by Cacheelma
GvG took center stage in Prophecies? Then how come a PvE player like me never have a chance to GvG AT ALL in Prophecies? Yet I still feel good playing the game. And I don't see anything different in that in Factions.
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Alright, lets look at this more closely. You say you're a PvE player; that means you have
purposely removed yourself from the PvP realm. GvG combat was the main emphasis of Prophecies at least
in theory, because I believe ANet thought PvP would extend the gameplay time for people who got through PvE or didn't like it at all. Why do you think the first GW World Championship was made into such a big deal, if you don't think GvG was the main focus of Prophecies - which incidentally was originally called
Guild Wars?
In Factions, however, the main emphasis of post-storyline gameplay is on alliance warfare. Again, you can
purposely remove yourself from this aspect and trade faction points for rare materials requred to craft certain armor. But where in Prophecies that choice would mean you still have the whole game world at your disposal (with "mini expansions" of UW, FoW, SF, Tombs), in Factions it means
you will miss out on content because you'll have no way of accessing elite missions.
Quote:
Originally Posted by Vel Satis
That's true at the moment but I can see them raising the reward for alliance battles to make it more faction-profitable than quests. If they do that then more people will turn to PvP to try and win control of the capitals.
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Let's assume ANet does this to discourage faction farming through PvE quests. Would that do anything to the
nature of faction farming? You'd still need a ton of faction points to gain access to elite missions, but instead of farming for them in PvE you'd be farming for them in PvP, relentlessly grinding away in Alliance Battles. Tying elite missions to the alliance system does about the same thing that rank did for HoH: you can't get in unless you know how to farm faction.
Quote:
Originally Posted by UndeadRoadkill
No matter how the game is built, people who dislike PvP are just not going to do it, contrary to what Anet may believe.
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Right. And if they find less content accessible to them in Factions due to both smaller map/storyline size and greater emphasis on PvP, guess what they'll do on these forums?