Dear Anet, Please dont kill the new intensity of PvE
Draxx
Personally i have loved coming up with new PvE warrior builds to solo certain areas,
because what you will find is when you have a fantastic build it will work almost everywhere in factions, simply because of mixed mobs.
this seemed alot harder in tyria that it is in cantha. (to take on mixed mobs.)
i love the challenge and am enjoying it, and i have started tampering with things i wasnt bothering with in tria also.
in this respect factions is fantastic, and pose's new challenges for players who like to level all char's and learn about all classes.
but the main problem has always been there Emphasis on it being a stand alone game, The problem with this being that Factions has the base of a stand alone title, but with the content (story line and size.) of a expansion. i wouldnt of cared if they charged the same as the game for it as long as there is no bullshit when it comes down to it.
and Anet's marketing of factions was a little misleading.
Never the less i am enjoying it and think there is far mode good than bad to come from Factions.
because what you will find is when you have a fantastic build it will work almost everywhere in factions, simply because of mixed mobs.
this seemed alot harder in tyria that it is in cantha. (to take on mixed mobs.)
i love the challenge and am enjoying it, and i have started tampering with things i wasnt bothering with in tria also.
in this respect factions is fantastic, and pose's new challenges for players who like to level all char's and learn about all classes.
but the main problem has always been there Emphasis on it being a stand alone game, The problem with this being that Factions has the base of a stand alone title, but with the content (story line and size.) of a expansion. i wouldnt of cared if they charged the same as the game for it as long as there is no bullshit when it comes down to it.
and Anet's marketing of factions was a little misleading.
Never the less i am enjoying it and think there is far mode good than bad to come from Factions.
Fitz Rinley
Quote:
Originally Posted by Shoitaan
Prophecies PvE combat was dull, completely lifeless and boring. Some people on the forums seem to think this was somehow more PvE friendly. I don’t understand the reasoning in which less of a challenge is more fun and I'm sure for every one person voicing their complaints on the boards there is at least 3 others playing and having a load of fun.
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The areas are harder - thank you, I no longer want to sleep while PvEing. A few guildies and me were talking about prophecies PvE long before factions was released, and we all felt the same way. PvE was a means to and end: The end was PvP... We felt slightly forced to go through the tedium of dull lifeless PvE in order to unlock skills for PvP (which us extremely casual players - at least during the semesters - do most of. Out of semester play habits are a different story ). PvE no longer feels like a chore!! Please don’t take this away from those in your player base that crave a challenge and get their sense of accomplishment from a difficult task overcome. (Note: my personal definition for the word difficult does not apply to tasks that are time-consuming – at least ingame XD) |
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Not everyone thinks a lack of challenge is what makes you feel like a hero in PvE. A lot of people love the struggle because that makes the end reward all the greater. |
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1) Some people don’t like to choose sides – not your fault no but… |
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In EQ2 I read there being something about being good or evil but your choice ultimately being irrelevant to anything. |
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3) You introduced grind to a game that boasted no grind... |
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At the same time, you did stay true to your goal of not having necessary grind |
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The only reason you need to grind is for town control or armour. Both of which is not necessary (I say grind is not needed for amour because there is always non-factional armour options available. I have a hectic uni schedule this being my final year and all so between my subjects, thesis, and trolling XD I barely get time to play, yet I still manage to gain amber and so no one else has any excuse not to). |
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To these people I pose a question about the faction gain mechanism… if you don’t want to PvP, and you don’t want to quest and you don’t want to do challenge missions (both PvE), then why are they still playing the game? |
a. Has no value to me if I create a character capable of both (a non-PvP specific character).
b. It promotes oppositional, immature, and disrespectful behaviors by failing to require respect between contestants.
2) I do quest and explore with friends and to support friends.
3) I do not consider hammering on a key board and rushing from combatant to combatant to be a challenge more than the mindless routine of managing energy and/or adrenaline; especially when this is coupled with inseparable mobs of 12-16 (ie. the Dragon's Throat).
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Please keep the whole factions thing of rocket-line to 20. Some people complained that the journey to 20 was too short unlike prophecies etc etc... but right from the start the game was never about the journey, it was about what happened afterwards. Please keep it that way You can slow the progression of people in the game and still have rapid attainment of 20 and exploration, you just need to make the story better |
Many players promote Assassin play based on skills not available to the assassin (escape skills such as Recall). Ascalon is the home of Air Elementalists in the game, but one cannot build an Air Elementalist with the anything available there.
I have no care for quests and missions designed to keep characters at 60 DP. I do not consider this more of a challenge, I consider it bad presentation.
Fitz
Guitary Boy
I cant actually think of a single area for grind in factions, i mean half of factions you can almost walk to get to new cities/towns/outposts. And i will tell you somthing that i hate, the armour problem as mentioned. Im luxen, so i get denied the possibilty to get "Kurzick faction", and i have to pay for amber....
Actually, thinking about it the only grind area is echovald (or whatever) forest, where there is masses of degen and alot of dead hencheis
Actually, thinking about it the only grind area is echovald (or whatever) forest, where there is masses of degen and alot of dead hencheis
UndeadRoadkill
Quote:
Originally Posted by Guitary Boy
Im luxen, so i get denied the possibilty to get "Kurzick faction", and i have to pay for amber....
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Quote:
Originally Posted by Guitary Boy
I cant actually think of a single area for grind in factions, i mean half of factions you can almost walk to get to new cities/towns/outposts. Actually, thinking about it the only grind area is echovald (or whatever) forest, where there is masses of degen and alot of dead hencheis
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Kakumei
Quote:
Originally Posted by Fitz Rinley
hey guys my feelings got hurt because the other team didn't say they respected me back
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lyra_song
Quote:
Originally Posted by Andy_M
/not signed.
Can definately see NcSofts influence here. Look at the Lineage 2 mechanics.. |
Guild Wars Factions has very little influence from Lineage 2
Dove_Song
If you could get IN the gate with all the dwarven bazzars stting in the gateway......ah the good old days
wsmcasey
Quote:
Originally Posted by sno
ANET can't stop people from rushing through the game and skipping every cutscene, just to get to the end. People will inevidably do that, and then when they're disappointed by an ending they only partially understand, they say it sucks. I'm not going to actually make any decisions about the storyline until I finish it, but I'm going to know it quite well when I do finish it, just like I did with Prophecies.
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Now the silly thing is, that after the game ends, we go on fighting against each other as Luxon and Kurzicks. Wasn't the whole point to join together to defeat Shiro in the first place, lmao. Can't we just get along!
Fitz Rinley
Deleted due to lack of reason to respond.
Fitz
Fitz
generik
Quote:
Originally Posted by Fitz Rinley
This is also true in Prophecies. GW is not an RPG and choices in conduct and behavior do not matter.
Fitz |
So at first they sucked in all the MMORPG fans by going around sprouting "Free play! Free online play!" For the record perhaps I should only stress at this point that the only online games that charges on a subscription basis are pretty much MMORPGs, and weird exceptions like Gunbound, but those are purely optional.
Then when people realised what a piss poor offering GW is as a MMO they changed tack and said, "Onoes! GW is a new kind of game! CORPG!" Personally I'd just call it a COP OUT, but hey, that's me.
Today you are telling me outright that GW is not even a RPG? On what capacity do you make that statement? Who are you to tell us, what and what not GW should be?
Might as well just take the next logical step and say GW is a fantasy FPS shooter "with spells!" Yeah, I'd buy that.
Swampgirl Inez
OK, back on topic, please. In the future, use the report button.
Thank you.
Thank you.
Fitz Rinley
Where I have disagreed with the Op is in the principle of how to define what is a casual player. Being a casual player, I play for relaxation and social interaction with friends. I do not play with the expectation that I must grind as a 55 monk, or any other class, to complete all aspects of the game with the appearence and concept that I develop in play. I do not play with the concept that repeatedly defeating and denigrating fellow players for ego-inflation is a goal (an unfortunate group of persons in PvP). I know decent PvP players, but none of them are casual players. They work at their play just as if it were a full or part time job. That is not casual play.
Generik, please consider -
The Massive Multi-player Online and Game parts are functional. GW is not RP or role-playing. Simply skinning your pong-paddle with different shapes and changing the way the ball looks when it is tossed at the other paddle does not ammount to making a role-play game. Adding a linear undeviating plot between rounds does not ammount to role-play.
Role-playing involves the assumption of options which affect character destiny. These options are clothed in various ways from the super hero (one that never does wrong and never fails), the hero (one that does the best possible of a normal human), the flawed hero (one that does right inspite of deep character defects such as addiction, obsession, or sin), to the anti-hero (one who achieves a non-conclusive outcome). The main function of role-playing is to grasp character development and behavior which one would otherwise not personally experience or deal with.
Character development is not the accumulation of points in some bean-counters paradise. Character development is the development of personality in response to events. Is this persiona driven by the path of humanity or the path of power? Do they make altruistic choices or selfish ones? Are they personally disorganized and seek to have all things regulated or are they personally disciplined and see no reason for regulatory interference?
Another example of role play from the movie The Breakfast Club:
1) Emilio Estevez (Andrew 'Andy' Clark) - Jock
2) Anthony Michael Hall (Brian Ralph Johnson) - Brain
3) Judd Nelson (John Bender) - Criminal
4) Molly Ringwald (Claire Standish) - Princess
5) Ally Sheedy (Allison Reynolds) - Basketcase
Each reflects a role in Robert K. Merton's pundit square of behavioral types:
1) Accepts societies means and goals - Conformist/Jock.
2) Accepts societies goals thru other means - Innovator/Brain.
3) Actively rejects societies means and goals - Rebel/Criminal.
4) Accepts societies means but not inspired by goals - Ritualist/Princess.
5) Passively rejects societies means and goals - Retreatist/Basketcase.
These are expressed roles who begin a journey in character development whose affects on their life and behavior are notable by the end of the story. Another story for contrast is Braveheart. Mel Gibson portrays a non-developing or static character. He is super-heroic and stagnant. Angus Macfadyen playes a dynamic and developing charcter, Robert the Bruce, who overcomes obstacles to personal growth to become an ethical choosing individual no longer ruled by his father or clan and power politics. Instead he becomes the imposer of vision ruling them. Without character change, crucibles of character change, and options for changing the wrong way there is no character development - hence no role-play.
There are currently no successful role-playing games on-line which are not pen and paper based chat room events. It is for this reason that GW is a Massive Multi-player Online Game, or MMOG. It contains stroy line elements, excellent graphics, PvP opportunities, and explorable content.
Fitz
Generik, please consider -
The Massive Multi-player Online and Game parts are functional. GW is not RP or role-playing. Simply skinning your pong-paddle with different shapes and changing the way the ball looks when it is tossed at the other paddle does not ammount to making a role-play game. Adding a linear undeviating plot between rounds does not ammount to role-play.
Role-playing involves the assumption of options which affect character destiny. These options are clothed in various ways from the super hero (one that never does wrong and never fails), the hero (one that does the best possible of a normal human), the flawed hero (one that does right inspite of deep character defects such as addiction, obsession, or sin), to the anti-hero (one who achieves a non-conclusive outcome). The main function of role-playing is to grasp character development and behavior which one would otherwise not personally experience or deal with.
Character development is not the accumulation of points in some bean-counters paradise. Character development is the development of personality in response to events. Is this persiona driven by the path of humanity or the path of power? Do they make altruistic choices or selfish ones? Are they personally disorganized and seek to have all things regulated or are they personally disciplined and see no reason for regulatory interference?
Another example of role play from the movie The Breakfast Club:
1) Emilio Estevez (Andrew 'Andy' Clark) - Jock
2) Anthony Michael Hall (Brian Ralph Johnson) - Brain
3) Judd Nelson (John Bender) - Criminal
4) Molly Ringwald (Claire Standish) - Princess
5) Ally Sheedy (Allison Reynolds) - Basketcase
Each reflects a role in Robert K. Merton's pundit square of behavioral types:
1) Accepts societies means and goals - Conformist/Jock.
2) Accepts societies goals thru other means - Innovator/Brain.
3) Actively rejects societies means and goals - Rebel/Criminal.
4) Accepts societies means but not inspired by goals - Ritualist/Princess.
5) Passively rejects societies means and goals - Retreatist/Basketcase.
These are expressed roles who begin a journey in character development whose affects on their life and behavior are notable by the end of the story. Another story for contrast is Braveheart. Mel Gibson portrays a non-developing or static character. He is super-heroic and stagnant. Angus Macfadyen playes a dynamic and developing charcter, Robert the Bruce, who overcomes obstacles to personal growth to become an ethical choosing individual no longer ruled by his father or clan and power politics. Instead he becomes the imposer of vision ruling them. Without character change, crucibles of character change, and options for changing the wrong way there is no character development - hence no role-play.
There are currently no successful role-playing games on-line which are not pen and paper based chat room events. It is for this reason that GW is a Massive Multi-player Online Game, or MMOG. It contains stroy line elements, excellent graphics, PvP opportunities, and explorable content.
Fitz
strcpy
I suppose many, if not most Dungeon and Dragon games (including PnP) are not role playing then?
If you take that high a bar for anything to role playing then I don't really see how you can play video games period. I could count the number of games since around 1993 that meet your requirements on one hand and have quite a few fingers left over.
I could claim that because I think "massive online games" can not be instanced, nor even zoned, that all the games out there today are just little tiny online video games. Of course, me not being God I can't force that opinion on others, nor do I get angry if someone else has a different opinion of what makes it one.
I, for one, think this is an RPG. I don't see branching the story as a prerequisite. The rest of your checkpoints are done in your mind - it's not my fault you are apparently incapable of assuming another role and having your character play it. It seems to me many many many people are perfectly able to progress thier character, even having something of RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOs/strippers, frauds, charities, parties, pretty much anything they can think of in this game. Sounds like "role playing" to me, but then I'm not God of Role Playing able to inform all of us unwashed masses as to The Way It Is.
If you take that high a bar for anything to role playing then I don't really see how you can play video games period. I could count the number of games since around 1993 that meet your requirements on one hand and have quite a few fingers left over.
I could claim that because I think "massive online games" can not be instanced, nor even zoned, that all the games out there today are just little tiny online video games. Of course, me not being God I can't force that opinion on others, nor do I get angry if someone else has a different opinion of what makes it one.
I, for one, think this is an RPG. I don't see branching the story as a prerequisite. The rest of your checkpoints are done in your mind - it's not my fault you are apparently incapable of assuming another role and having your character play it. It seems to me many many many people are perfectly able to progress thier character, even having something of RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOs/strippers, frauds, charities, parties, pretty much anything they can think of in this game. Sounds like "role playing" to me, but then I'm not God of Role Playing able to inform all of us unwashed masses as to The Way It Is.
Kakumei
Fitz is actually technically correct--there is little to no roleplaying in Guild Wars--but then, there really doesn't have to be. It's a fun game anyway.
To clarify, the game defines so many things for you--you have a couple choices as to appearance, but that's it. Does your character have a backstory, a personality? Sure you could invent one, but who cares other than you? The game certainly doesn't request one--you have a defined agenda, a defined goal, and who cares if you want to do something else? You don't get that choice.
To clarify, the game defines so many things for you--you have a couple choices as to appearance, but that's it. Does your character have a backstory, a personality? Sure you could invent one, but who cares other than you? The game certainly doesn't request one--you have a defined agenda, a defined goal, and who cares if you want to do something else? You don't get that choice.
lyra_song
i believe one of the only true games that attempted an RPG, as to Fitz's choice of wording is the game is Fable and that was a miserable disappointment. -.o
samtheslayer
i dont know about you guys, but i enjoyed the scenery and the feeling that theres somthing i havnt seen yet in the game, my warrior has 86% of tyria explored.., honestly the biggest factor that got me hooked on prophecies pve was the fact on how the terrain changed, we had,
happy land > deathly ruins > snowy mountains > jungle > plateau > a lonelier jungle > desert > frozen wasteland > burned wasteland
in factions
cityscape with the same textures used over and over > plains > forest/cystalized sea.
passing a part of the game, like the northern shiverpeaks was an accomplishment in its self, in factions we go back to places weve already been too and clear places weve already cleared, and thats not that fun,
then again, this is all in a pve perspective, ill admit prophecies could of used more challenging mobs, but factions could of used a more varying terrain,
but one things for certain, faction's pvp kicks ass, and thats the reason i love it.
happy land > deathly ruins > snowy mountains > jungle > plateau > a lonelier jungle > desert > frozen wasteland > burned wasteland
in factions
cityscape with the same textures used over and over > plains > forest/cystalized sea.
passing a part of the game, like the northern shiverpeaks was an accomplishment in its self, in factions we go back to places weve already been too and clear places weve already cleared, and thats not that fun,
then again, this is all in a pve perspective, ill admit prophecies could of used more challenging mobs, but factions could of used a more varying terrain,
but one things for certain, faction's pvp kicks ass, and thats the reason i love it.
nohooiam
pve should not be a challenge. tone things down, god damn it. ~
Numa Pompilius
Quote:
Originally Posted by Kakumei
Fitz is actually technically correct--there is little to no roleplaying in Guild Wars
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Arguably most of the pen-and-paper rpg's I've played weren't either. For those curious what a classical pen-and-paper role-playing experience was like, just get the computer game Temple of Elemental Evil, it is an extremely faithful adaptation of oldskool pen-and-paper dungeons-and-dragons rpg'ing the way it was actually played way back when.
I know, because I was there.
Basically the whole "<insert computer rpg here> is not an rpg" is a bullshit argument, not only on the level that it's equally true of any and all computer rpg's ever made, including fantastically good games like Planescape: Torment or Fallout, but also on the level that YOU do the role-playing.
There is nothing keeping you from playing your assassin the way you feel a Canthan assassin would act, e.g. avoiding silly quests like "luxury goods". Roleplaying isn't something the game forces on you, it's what you bring to the game; people saying that GW isn't an rpg simply show that they have no clue what role-playing is.
Another time-honored bullshit argument bandied around in this thread is that GW has poor PvE. It doesn't. It's got equal quality PvE to most single-player cRPG's (and infinitely better than shite like Neverwinter Nights or Dungeon Siege), and massively MORE of it than any single-player rpg I've ever seen or heard about, totally leaving games like e.g. Morrowind or KOTOR in the dust wrt the size of the world.
Even compared to other MMORPGs it doesn't totally fail. I've only played Everquest 2 of the big-ticket MMORPGs, but GW at least totally destroys that one. Let me restate that: the PvE of EQ2 *sucks* compared to GW: Prophecies, but is about on par with that of GW: Factions.
IMO, what it all boils down to is that GW is free-to-play, and people therefore think it must be worse than, say, EQ2 or WoW. I mean, it's commons sense you must be getting something extra for those $15 per month, right?
Right?
chessyang
just a bit bored a work... just some of my thoughts on a few comments... and my 2 cents
ya me to mixed feeling w/ the OP but like Draxx said
coming from D2 and D2LOD you always had to solo or freaking people leave when your doing a misson. Glad GW fixed the PK or didn't even offer it. I hope GW fixes/does something about AFK'ers in misson.
I know how u feel on the PvP bro. I agree w/ you on both your points! But I can honestly say after doing "Fort Aspenwood" Kurzick side. I don't mind doing a little PvE. Ya I get people that user there emote or dance when i die at there feet, but most of them have a monk healing them or they run back to get healed or also towards the turtle w/ 8 hammer warriors. I know the true/good players don't do crap like show rank when it's 8 on 1 and say i powned you..... if you do u SUCK!. Give it a try! It's like PvP w/ a point(misson).
holy cow that 60 DP is annoying!!!! ya i know just kill some stuff and your back to 0. Don't know how PvP is on this but PvE i (IMO) find it annoying. oh well it seems to work i guess(balance)
I find both equal. I'm still doing stuff in Prophecies. But i enjoy the soloing in Catha more -)
Ya man! I agree! FTW
i don't know what to say to that. PvE is fine IMO like the OP.
Quote:
Originally Posted by strcpy
About 60% signed.
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Quote:
Originally Posted by Draxx
Personally i have loved coming up with new PvE warrior builds to solo certain areas,
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Quote:
Originally Posted by Fitz Rinley
1) I refuse to PvP as other than a waste of time because it:
a. Has no value to me if I create a character capable of both (a non-PvP specific character). b. It promotes oppositional, immature, and disrespectful behaviors by failing to require respect between contestants......................I have no care for quests and missions designed to keep characters at 60 DP. I do not consider this more of a challenge, I consider it bad presentation. |
holy cow that 60 DP is annoying!!!! ya i know just kill some stuff and your back to 0. Don't know how PvP is on this but PvE i (IMO) find it annoying. oh well it seems to work i guess(balance)
Quote:
Originally Posted by SilentAssassin
I don't get how ppl find prophecies better PvE... There is MUCH more in cantha
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Quote:
Originally Posted by samtheslayer
i dont know about you guys, but i enjoyed the scenery and the feeling that theres somthing i havnt seen yet in the game, my warrior has 86% of tyria explored.., honestly the biggest factor that got me hooked on prophecies pve was the fact on how the terrain changed, we had,
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Quote:
Originally Posted by nohooiam
pve should not be a challenge. tone things down, god damn it. ~
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Kakumei
Quote:
Originally Posted by Numa Pompilius
In fact there are no computer games which are rpg's in that sense. Not a one. And I've played hundreds over the last 25 years.
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Quote:
Originally Posted by Numa Pompilius
Basically the whole "<insert computer rpg here> is not an rpg" is a bullshit argument, not only on the level that it's equally true of any and all computer rpg's ever made, including fantastically good games like Planescape: Torment or Fallout, but also on the level that YOU do the role-playing.
There is nothing keeping you from playing your assassin the way you feel a Canthan assassin would act, e.g. avoiding silly quests like "luxury goods". Roleplaying isn't something the game forces on you, it's what you bring to the game; people saying that GW isn't an rpg simply show that they have no clue what role-playing is. |
This doesn't mean, however, that this is a bad thing. In fact, in this particular case, this is a GOOD thing. I didn't buy GW to roleplay, I bought it because it seemed to be an interesting multiplayer game--and that's exactly what I got, and I could not be happier.
If you want to roleplay, go find yourself a MUD, go get on IRC. That's roleplaying. GW isn't. This is not opinion, it's not mocking GW or lowering it in any way--it is a statement of simple fact.
Quantum Duck
Quote:
Originally Posted by sno
I'm very unhappy with the new skills, as the 'copy' skills are a total sham. They should have just made those ones "core" skills, and added real new skills. but then the PR guys wouldn't have as much to brag about. meh.
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As to the original topic, I enjoy Factions PvE areas FAR more than Prophecies for the most part. Instead of walking down a long winding trail sleeping through the same stupidly easy fights for 40 minutes, I actually have to pay attention and fight my way through 20 minutes of nearly constant combat against groups that actually do things like focus fire and bring skills that combo well on occation. Every once in a while, I actually feel like I might possibly be in danger. Oh, and they actually sometimes include enemies that make bringing a Mesmer worthwhile, which makes me happy.
Fitz Rinley
Numa Pompilius,
I was there also. Got my first copies of Chainmail, Engarde, and Eldritch Wizardry with construction paper covers and in zip-lock bags when I was about 8 to 10. I was programming D&D shells in ASCII on my Atari 400 at 10, to make DMing easier. While my firends and I do exchange certain attitudes, or even refuse to use certain skills, because it fits our character biographies, there is no support for this in the game. A character has no charted behavior comparing their actions in quest decision against the moral path which they are on (using the White Wolf term). For example, my monastery raised warrior/monk (sacred knight) would never have supported and performed the quest bribing the guards for the Krytan Ambassador. (I didn't read it very carefully because there has never been a requisite to role play.) One only has to click on the guy with the idea sign, follow the green stars, kill in between, and click on the next guy with the idea sign. No comprehension, deliberation, etc. need ever occur.
Kakumei,
I agree. GW has much to recommend it. Especially as a social outlet. I have a few friends that play who are more than casual gaming partners. We have shared things about our lives. I would like to not have to sever these connections in response to ANet implementations.
Chessyang,
Fitz
I was there also. Got my first copies of Chainmail, Engarde, and Eldritch Wizardry with construction paper covers and in zip-lock bags when I was about 8 to 10. I was programming D&D shells in ASCII on my Atari 400 at 10, to make DMing easier. While my firends and I do exchange certain attitudes, or even refuse to use certain skills, because it fits our character biographies, there is no support for this in the game. A character has no charted behavior comparing their actions in quest decision against the moral path which they are on (using the White Wolf term). For example, my monastery raised warrior/monk (sacred knight) would never have supported and performed the quest bribing the guards for the Krytan Ambassador. (I didn't read it very carefully because there has never been a requisite to role play.) One only has to click on the guy with the idea sign, follow the green stars, kill in between, and click on the next guy with the idea sign. No comprehension, deliberation, etc. need ever occur.
Kakumei,
I agree. GW has much to recommend it. Especially as a social outlet. I have a few friends that play who are more than casual gaming partners. We have shared things about our lives. I would like to not have to sever these connections in response to ANet implementations.
Chessyang,
Fitz
strcpy
Quote:
Originally Posted by Numa Pompilius
Arguably most of the pen-and-paper rpg's I've played weren't either. For those curious what a classical pen-and-paper role-playing experience was like, just get the computer game Temple of Elemental Evil, it is an extremely faithful adaptation of oldskool pen-and-paper dungeons-and-dragons rpg'ing the way it was actually played way back when. I know, because I was there.
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Quote:
Basically the whole "<insert computer rpg here> is not an rpg" is a bullshit argument, not only on the level that it's equally true of any and all computer rpg's ever made, including fantastically good games like Planescape: Torment or Fallout, but also on the level that YOU do the role-playing. There is nothing keeping you from playing your assassin the way you feel a Canthan assassin would act, e.g. avoiding silly quests like "luxury goods". Roleplaying isn't something the game forces on you, it's what you bring to the game; people saying that GW isn't an rpg simply show that they have no clue what role-playing is. |
Quote:
Originally Posted by Kakumei
To clarify, the game defines so many things for you--you have a couple choices as to appearance, but that's it. Does your character have a backstory, a personality? Sure you could invent one, but who cares other than you? The game certainly doesn't request one--you have a defined agenda, a defined goal, and who cares if you want to do something else? You don't get that choice.
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Not to mention I get to do a lot else. I can be a farmer, merchant, play the markets, build a guild, head a fairly large alliance, be a peon, conduct wars and game fame (I don't mean the fame system - but fame like some of the top guilds have) - I have many many many choices. I don't even have to play the story given (especially in prophecies) - I can skip missions, explore, and skip any part of the story telling (though you still have to beat the individual mission, you can skip the cinematics/story). Basically, like any of the other offering out there I can do mostly what I like, though factions cuts off the ability to skip missions, there is something of a point there.
You requirements are mutually exclusive.
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Originally Posted by Fitz Rinley
While my firends and I do exchange certain attitudes, or even refuse to use certain skills, because it fits our character biographies, there is no support for this in the game.
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A character has no charted behavior comparing their actions in quest decision against the moral path which they are on (using the White Wolf term). |
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For example, my monastery raised warrior/monk (sacred knight) would never have supported and performed the quest bribing the guards for the Krytan Ambassador. (I didn't read it very carefully because there has never been a requisite to role play.) One only has to click on the guy with the idea sign, follow the green stars, kill in between, and click on the next guy with the idea sign. No comprehension, deliberation, etc. need ever occur. |
Are you certain you know what Role Playing has been for decades? So far it seems you want to be able to choose cookie cutter back stories that everyone else gets to choose from, play a highly scripted game (but with some branches) that will not allow you to deviate from what they consider your role to be. Typically, role playing is using your imagination in an open ended system - things like alignment and stuff reflect what you do, not force you to do something (for example, as a holy paladan you can choose to randomly kill the whole villiage - but after that you can't be a paladan or holy, that classification changes).
Though in CRPG's that's really tough to do, there has to be finite paths you can follow (or no paths at all). Usually the definition is more along the lines of character development (stats/skills) and story development - both of which GW meets (and exceedes) the standard defintion for a CRPG. You, of course, have the ability to choose what ever definition you want, but don't be shocked when you and about two other people share that view.
wilebill
I think the overall PvE difficulty as it is right now is just about right. Challenging enough to be fun, but no more than that. It should not be made any easier.
Badger2
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Originally Posted by The Great Al
The game is only playable for the most part with a Warrior, so you can run from point A to point B.
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Kakumei
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Originally Posted by strcpy
Name another game where this isn't true?
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I don't know how you can say you can really roleplay in GW. Sure, you can get a couple friends together, make up some backstories and go from there, but you're so incredibly limited by what the engine can and cannot do, by the choices the game gives you.
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Are you certain you know what Role Playing has been for decades? So far it seems you want to be able to choose cookie cutter back stories that everyone else gets to choose from, play a highly scripted game (but with some branches) that will not allow you to deviate from what they consider your role to be. |
If you're roleplaying, you're making up your OWN backstory, your OWN script. You control your path, you make your own character, you play her how you want, you control what YOU want YOUR CHARACTER to do. You're not given a list of choices, you do what your character would do. That's roleplaying.
Currently, no computer or console game allows infinite freedom--and I have a feeling that it'll be quite some time before one is released.
beanerman_99
to OP
I find the PvE areas pretty intense also. However, I have found, in my personal exploration of Factions, that the Luxon side of the map is 10 times easier than the Kurzik side.
I was in an area in the deep south of Kurzik territory on my way to Unwaking Waters, I think the area is called Morstrav Trail....HOLY CRIPES!! LOL This area could be an elite mission area! There are Warders everywhere. Then you got groups of Blood Drinkers roaming around (ok they aren't so tuff) and then you got the dreaded Dredge mobs by the hundreds. Then to top it off, I tried to aggro/pull a small group of Warders and BAM! Oni pop up everywhere.(or even hidden bands of Warders drop out of the trees) Ok this could get interesting...I got more groups to fight than I originally planned.....wait...what the hell?....Where did that Dredge group come from...Pwnd. rez. retry. LOL Intense. Borderline unfair? *shurgs* I finally made it to the next outpost but it took a looooong time.
On the Luxon side...hmm there are a few intense moments, but nothing compared to Kurzik side.
I find the PvE areas pretty intense also. However, I have found, in my personal exploration of Factions, that the Luxon side of the map is 10 times easier than the Kurzik side.
I was in an area in the deep south of Kurzik territory on my way to Unwaking Waters, I think the area is called Morstrav Trail....HOLY CRIPES!! LOL This area could be an elite mission area! There are Warders everywhere. Then you got groups of Blood Drinkers roaming around (ok they aren't so tuff) and then you got the dreaded Dredge mobs by the hundreds. Then to top it off, I tried to aggro/pull a small group of Warders and BAM! Oni pop up everywhere.(or even hidden bands of Warders drop out of the trees) Ok this could get interesting...I got more groups to fight than I originally planned.....wait...what the hell?....Where did that Dredge group come from...Pwnd. rez. retry. LOL Intense. Borderline unfair? *shurgs* I finally made it to the next outpost but it took a looooong time.
On the Luxon side...hmm there are a few intense moments, but nothing compared to Kurzik side.
Stockholm
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Originally Posted by beanerman_99
what the hell?....Where did that Dredge group come from...Pwnd.
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Shoitaan
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Originally Posted by beanerman_99
to OP
I find the PvE areas pretty intense also. However, I have found, in my personal exploration of Factions, that the Luxon side of the map is 10 times easier than the Kurzik side. I was in an area in the deep south of Kurzik territory on my way to Unwaking Waters, I think the area is called Morstrav Trail....HOLY CRIPES!! LOL This area could be an elite mission area! There are Warders everywhere. Then you got groups of Blood Drinkers roaming around (ok they aren't so tuff) and then you got the dreaded Dredge mobs by the hundreds. Then to top it off, I tried to aggro/pull a small group of Warders and BAM! Oni pop up everywhere.(or even hidden bands of Warders drop out of the trees) Ok this could get interesting...I got more groups to fight than I originally planned.....wait...what the hell?....Where did that Dredge group come from...Pwnd. rez. retry. LOL Intense. Borderline unfair? *shurgs* I finally made it to the next outpost but it took a looooong time. On the Luxon side...hmm there are a few intense moments, but nothing compared to Kurzik side. |
Eden2k5
My first time through playing Factions was pretty exciting untill I realized I was nearing the end of the storyline missions and started to get dissapointed.
A few days later I ran through the game again (doing both Kurzick and Luxon missions) and it was a joke, either I got lucky with PuG's but I beat every mission without a failure with just PuG's getting 3 blades on several of them.
Basically Im dissapointed at the lack of content and things to do. Since factions did change the gameplay, it just feels more artifical. I really felt like a janitor removing all those damn spammed spirits in the kurzick areas... Brambles brambles brambles... The mobs are pretty boring, 3 or 4 explorable maps just filled with Dredge and Wardens which aren't any different from eachoter.
The graphics are quite amazing though. I've stopped playing Guild Wars as it gets harder to find things to do, now it's just a faction grind.
I'd like for there to be some real boss battles also.. Not just +leveled regular mobs that hit for extra damage. I've been playing GW since the E34E and thought it was the most amazing game when I first played it but it hasen't really taken off much from then, a few steps forward, a few steps back, and alot of sidesteps.
Im not preordering Chapter 3, thats for sure. I'll wait to hear how good it is first
Oh, the first time doing the Vizunah square was pretty fun because there was nothing liek that in factions. But after my 3rd time doing it it was a bore, I could just zone out and spam skills on mobs and kill. No need to be as effecient when theres so much going on and your actions are so miniscuile in the scope of the entire match.
A few days later I ran through the game again (doing both Kurzick and Luxon missions) and it was a joke, either I got lucky with PuG's but I beat every mission without a failure with just PuG's getting 3 blades on several of them.
Basically Im dissapointed at the lack of content and things to do. Since factions did change the gameplay, it just feels more artifical. I really felt like a janitor removing all those damn spammed spirits in the kurzick areas... Brambles brambles brambles... The mobs are pretty boring, 3 or 4 explorable maps just filled with Dredge and Wardens which aren't any different from eachoter.
The graphics are quite amazing though. I've stopped playing Guild Wars as it gets harder to find things to do, now it's just a faction grind.
I'd like for there to be some real boss battles also.. Not just +leveled regular mobs that hit for extra damage. I've been playing GW since the E34E and thought it was the most amazing game when I first played it but it hasen't really taken off much from then, a few steps forward, a few steps back, and alot of sidesteps.
Im not preordering Chapter 3, thats for sure. I'll wait to hear how good it is first
Oh, the first time doing the Vizunah square was pretty fun because there was nothing liek that in factions. But after my 3rd time doing it it was a bore, I could just zone out and spam skills on mobs and kill. No need to be as effecient when theres so much going on and your actions are so miniscuile in the scope of the entire match.
Valrena
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Originally Posted by Pompeyfan
Vizunah has to be the poorest design of mission in the whole of chap 1 or 2 - not only is ANET's idea of making something more challanging to just chuck more mobs in and add a time limit (seems to be a common solution in most of factions along with endless back-tracking just to make the game seem longer), you then spend ages getting a party together only to end up teamed with 1 guy and 7 henchies who promptly let the other NPC die so you have to start again through no fault of your own.
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That said, I myself don't agree with the set up as it leaves too much room for griefers and retards that will purposely screw your side up for their own twisted sense of fun.
yslee
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That said, I myself don't agree with the set up as it leaves too much room for griefers and retards that will purposely screw your side up for their own twisted sense of fun. |
Well, I wasn't too far from the truth. All it really needs is a way to let either side select the other team.
Onto the OP, no, I'm not liking Factions because of the nature of grind in the combat. Combat in GW is actually one of its strengths, but the problem is that ANet decided that since GW's combat is so good (and it is), they decided to just throw more of it to the point it actually feels like boring grind just to do a few quests.
The first few fights are interesting, after that it's a case of, "Oh not again!" going in my head.
I still think less fights overall in factions be the way to go. The size of each group of mobs is about right, but can we have the number of groups reduced by about 30-40%?
I like what Fitz said about the "intensity" of the combat in Factions:
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Thus the new rushing from combat to combat, being swarmed by 3-6 mobs at a time, and some kind of belief that such is intended intensity. It appears some continue to make the assumption that casual play means lazy play rather than relaxed and enjoyed play. |
Kook~NBK~
While I like the idea of tougher battles, I agree with everyone who thinks that battling mob after mob after mob incessantly is really annoying and frustrating - especially when they come at you out of nowhere just as you're about to finish off the mob you were working on.
The other big flaw with the tougher PvE content is the henchies. While they made your foes stronger, they didn't make henchies any stronger. In Prophecies, the only 2 things I couldn't manage with a henchie group and my Mesmer are beating Willa the Unpleasant and Undead Rurick. With factions, I feel damn lucky if I get through a mission with them, although the quests are fairly manageable.
The other thing that sucks big-time about henchies is the absolute random, non-sensical choices you have from one town to the next. In some places you'll have a dozen or more to choose from, in others (like Boreas Seabed) you only have 8 to chose from. And forget about keeping a henchie party together when trying to run all those factions quests, almost every time you enter a town, you lose half of your group. Just another feature of Factions that makes playing it annoying as hell.
The other big flaw with the tougher PvE content is the henchies. While they made your foes stronger, they didn't make henchies any stronger. In Prophecies, the only 2 things I couldn't manage with a henchie group and my Mesmer are beating Willa the Unpleasant and Undead Rurick. With factions, I feel damn lucky if I get through a mission with them, although the quests are fairly manageable.
The other thing that sucks big-time about henchies is the absolute random, non-sensical choices you have from one town to the next. In some places you'll have a dozen or more to choose from, in others (like Boreas Seabed) you only have 8 to chose from. And forget about keeping a henchie party together when trying to run all those factions quests, almost every time you enter a town, you lose half of your group. Just another feature of Factions that makes playing it annoying as hell.
Fitz Rinley
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Originally Posted by strcpy
Plus why do options on your looks matter so much if you want force fed from a list of possible back stories?
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Not to mention I get to do a lot else. |
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Then how did you succesfully do it if there is no mechanism for it, seems not doing it means you don't do it? Very little is forced on you. |
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Is forcing you down a path really role playing? What if my chaotic evil character who kills everything sees a little girl on the side of the road and decides that he wants to save her? Under your system, can't do it - yea, that's role playing. I see no reason why forcing me down one of ten branches is role playing yet forcing me down one isn't - both are being forced down a path. |
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Umm, that's true in pretty much any game - you can even play PnP games that way. |
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Are you certain you know what Role Playing has been for decades? |
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So far it seems you want to be able to choose cookie cutter back stories that everyone else gets to choose from, play a highly scripted game (but with some branches) that will not allow you to deviate from what they consider your role to be. |
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- things like alignment and stuff reflect what you do, not force you to do something (for example, as a holy paladan you can choose to randomly kill the whole villiage - but after that you can't be a paladan or holy, that classification changes). |
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Though in CRPG's that's really tough to do, there has to be finite paths you can follow (or no paths at all). Usually the definition is more along the lines of character development (stats/skills) and story development - both of which GW meets (and exceedes) the standard defintion for a CRPG. |
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You, of course, have the ability to choose what ever definition you want, but don't be shocked when you and about two other people share that view. |
The mobs issue is one of the reasons I may quit playing. While they are necessary to get those extremely rare crafting materials, they are riduculously large. The fighting system is only really adequate for dealing with foes of similar quantity to the party, yet we are cosntantly facing mobs of 12+ Afflicted, Am Fah, Scarlet what-evers, and Jade which-a-ma-whos. Since they come in groups of 12+ and do not separate into groups as small as 4-8 it becomes a kill one, rez, kill 1 rez, kill 1 rez, kill 1 rez, kind of thing. A mob of 12 ancient turtles is ridiculous, right after 4 mobs of 12 afflicted. (Cup of Corruption quest.)
Fitz