Concerning PvE in coming of new chapters..
yspark901
I agree with that people can have good conversation. I've had quite alot, and my guildies once were strangers, and now we have good time. However, you can't ignore so many people in random arena calling each other noobs, whos better and what not, and in pve, places where there are lot of people, most of the time all you see is WTB or WTS. the thing is, I think the chat system should have a thing where you can say something to people near you, and not all can hear you. like normal chat in RO, or !chat system in Diablo 2. Also, this topic has nothing to do with pvp vs. pve. I like the pvp aspect of it, especially guild battle. However, it is so focused around that, and pve just seems to not get interesting. Usually this happens when someone reaches the max level of the game and all. but WoW, pve begins when you're max level. 20 men raids, 40 men raids, all really well done. I'm not saying that GW should just copy whatever WoW has. it shouldn't. but they should make the pve world a bit more diverse... in my opinion.
yspark901
just a question, what does "op" mean..?
Erasculio
Quote:
Originally Posted by WasAGuest
If the add quests with some purpose, such as earning a weapon, armor or something valid then sure.
|
And then comes someone who wants to get "weapon, armor or something valid" out of these quests. If they had that kind of reward, then they would be grinding.
But hey, I guess I'm another "flaming fanboy" or something. It's good to see someone who dismisses criticism even before such criticism is said - shows how some people shouldn't be allowed to comment on something if they can't take comments on their own opinions.
Quote:
just a question, what does "op" mean..? |
Erasculio
WasAGuest
@Erasculio - thank you for the post; up untill the end it was interesting to read. I don't agree with your point of view, and you obviously don't agree with mine; but thank you for sharing your thoughts on it.
Not sure why you took offence to my asking that flameboys not reply, you didn't flame. I asked that those that reply state their opinions on the game and not other's opinions and you did that. So again, not sure why you took offence.
Anyway, I'll take the advise in your post title and add you to the ignore list.
- jk
Not sure why you took offence to my asking that flameboys not reply, you didn't flame. I asked that those that reply state their opinions on the game and not other's opinions and you did that. So again, not sure why you took offence.
Anyway, I'll take the advise in your post title and add you to the ignore list.
Thallandor
Quote:
Originally Posted by Meo Yeong
Baldur's gate was ok but omg they just wouldn't shutup in 2 lol. Fallout ftw lol
And I read somewhere and may be just rumour but they said chapter 3 would be not heavy in pve content and based for the pvp player. Think I might have read that on this site. |
What you do have little or no influence on your character and beyond on how your character looks, theres no Character Development at all, both in terms with the questing/mission system and also in the way the hencies pretending to interact.
Sadly PvE will always be the red headed stepchild under the guise of marketing for the PvP game which is Guildwars.
If C3's PvE content is going to strip even more PvE content than the half-assed job which is factions, then we can see where is game is headed for in the future.
DrSLUGFly
I haven't played Factions yet, so perhaps my comments are out of place... I quite liked the cut scenes in Tyria (although it's true that a great deal of the voice action was more like comic relief).
Personally, what I most wanted out of PvE in Tyria was as follows:
1) FAR FAR out of the way outposts (to which you can't map travel) that offer unique quests, randomly generated: Go to XX(place)XX and XX(find, rescue, kill)XX whoever/whatever. Possibly with a time limit. Surely it wouldn't be too tough to add a few variables to make this likely. And it would give more of a reason to explore distant areas, and make those areas more special since it would be pointless to get runs and you couldn't just focus on getting there and then log off to continue later. It would make it feel more epic and important.
2) legendary beasts: I had suggested this long ago and I think it's a brilliant idea. There should be a massive dragon like creature, something that could make Glint run off with her tail between her legs, maybe even several. Things that only show up once a week or every couple weeks. When it shows up you suddenly get clues from certain NPCs that a "terrible beast" was spotted to the West. No further information. Yout then map travel west (or east, south etc.) and find out the location from an NPC there. Using these clues you triangulate on the beast and figure out which zone it's in, and then enter that zone with a capable party and hunt it down. It would drop nice loot, and a unique stackable "trophy" such as a claw from it's paw, a scale, a tooth, whatever.
3) World PvP: There is one way in which world pvp could be implemented into GW. Have PvP zones, when you enter an instance portal, you get to choose "PvE zone" (as it is now), "Join PvP in progress" (get a list of team leaders so that you can join them to either help with epic creatures or compete for other creatures, loot or just fight. Each team leader would have a timer beside them showing how long they've been in the zone. Max 6 full teams per zone depending on zone size.) or "PvP zone enabled" (start a new instance but allow other teams to join your zone.)
4) PvP map fix: Same as #3 except that you can choose PvP only in a zone so that your map is a straight vs (win by death count) in a regular play area instead of the designated PvP maps, no MOBs in these zones.
Personally, what I most wanted out of PvE in Tyria was as follows:
1) FAR FAR out of the way outposts (to which you can't map travel) that offer unique quests, randomly generated: Go to XX(place)XX and XX(find, rescue, kill)XX whoever/whatever. Possibly with a time limit. Surely it wouldn't be too tough to add a few variables to make this likely. And it would give more of a reason to explore distant areas, and make those areas more special since it would be pointless to get runs and you couldn't just focus on getting there and then log off to continue later. It would make it feel more epic and important.
2) legendary beasts: I had suggested this long ago and I think it's a brilliant idea. There should be a massive dragon like creature, something that could make Glint run off with her tail between her legs, maybe even several. Things that only show up once a week or every couple weeks. When it shows up you suddenly get clues from certain NPCs that a "terrible beast" was spotted to the West. No further information. Yout then map travel west (or east, south etc.) and find out the location from an NPC there. Using these clues you triangulate on the beast and figure out which zone it's in, and then enter that zone with a capable party and hunt it down. It would drop nice loot, and a unique stackable "trophy" such as a claw from it's paw, a scale, a tooth, whatever.
3) World PvP: There is one way in which world pvp could be implemented into GW. Have PvP zones, when you enter an instance portal, you get to choose "PvE zone" (as it is now), "Join PvP in progress" (get a list of team leaders so that you can join them to either help with epic creatures or compete for other creatures, loot or just fight. Each team leader would have a timer beside them showing how long they've been in the zone. Max 6 full teams per zone depending on zone size.) or "PvP zone enabled" (start a new instance but allow other teams to join your zone.)
4) PvP map fix: Same as #3 except that you can choose PvP only in a zone so that your map is a straight vs (win by death count) in a regular play area instead of the designated PvP maps, no MOBs in these zones.
Kuja
I agree with OP on everything
Rieselle
Quote:
Originally Posted by Erasculio
The quests in Factions, unlike most quests in Prophecies, add to the storyline by telling the player more about the world he's in - almost all the quests in Prophecies after Ascalon were just "go to place X for the next mission", while this time we have not only different quests, but also things that show how the world of Cantha works.
And then comes someone who wants to get "weapon, armor or something valid" out of these quests. If they had that kind of reward, then they would be grinding. |

As for the second point, GW already has a suitable system in place. PvE-only items, powerups, skills. Eg. Infusion, Celestial Skills, The spear/urn things etc.
I think it would be great if future stories contained an element of something like: "If you go deep into this dungeon and do optional mission XXX, you will get a piece of the Holy Moly Gem of Bazooka, which, when used in the final set of missions, will grant you the special skill YYY, which makes you invisible to the boss's most powerful hench-creatures, so you can sneak past his guardians."
"Alternatively, if you take your Gem piece to the master forger up in the deadly mountains of doom, he can forge the gem into a weapon of your choice, which gives it the power to seal off a particular ability of the final boss and his hench-creatures, making them weak and vulnerable."
"There are also rumours that if you go into the forbidden jungles of mist, and you feed the gem piece to a rare glock lizard, it will follow you around like a minipet, and show you hidden paths and secret treasures in the final set of missions."
So there you go. Important, fancy, story-based items, that can be relatively unique to your character, make a big contribution to the story, and provide a bit of replayability as they affect the details of what happens in particular missions in the game. After you finish the storyline the items make nice souveniers :P
myword
i'm sure the OP made some good points but i couldn't bring myself to read it, the way it was typed

Carth`
I know a lot of people hated them, and that's why they were removed, but I would like to see the return of skill quests.
ChaoticCoyote
Quote:
Originally Posted by Erasculio
The quests in Factions, unlike most questions in Prophecies, add to the storyline by telling the player more about the world he's in - almost all the quests in Prophecies after Ascalon were just "go to place X for the next mission", while this time we have not only different quests, but also things that show how the world of Cantha works.
|
Note: I do *all* the quests, not just the ones required to get from mission to mission, so that may account for our different experiences.
I found the Factions quests bland and repetitive; it was mostly "fine this person, then this person" with incessant runs through the same areas.
In Prophecies, the quests showed me a lot about the world I was in. Many quests filled in the background of the world -- completing them was not essential to the "core" plotline, but doing those quests made the world seem deeper.
Your mileage may vary.
dreamhunk
Quote:
Originally Posted by Thallandor
I recently went back to play BG2 and found myself engrossed on it for hours on ends, if only there was BG2 online or something and discovered some fundemental problems with GW PvE experience:
What you do have little or no influence on your character and beyond on how your character looks, theres no Character Development at all, both in terms with the questing/mission system and also in the way the hencies pretending to interact. Sadly PvE will always be the red headed stepchild under the guise of marketing for the PvP game which is Guildwars. If C3's PvE content is going to strip even more PvE content than the half-assed job which is factions, then we can see where is game is headed for in the future. |
for you hardcore pvp player this game about rpg
http://www.vgmfusion.com/index.php?id=63
anthing else is open grounds for legal action!
bog boy
the main point of that thread is to just have a rant isnt it?
dreamhunk
This is another reason why pvp players and rpg cannot get along!
people wonder why games like wow are top of the food chain!
people wonder why games like wow are top of the food chain!
eudas
Quote:
Originally Posted by dreamhunk
This is another reason why pvp players and rpg cannot get along!
people wonder why games like wow are top of the food chain! |
eudas
0mar
Quote:
Originally Posted by ChaoticCoyote
You must have played different campaigns than I did.
Note: I do *all* the quests, not just the ones required to get from mission to mission, so that may account for our different experiences. I found the Factions quests bland and repetitive; it was mostly "fine this person, then this person" with incessant runs through the same areas. In Prophecies, the quests showed me a lot about the world I was in. Many quests filled in the background of the world -- completing them was not essential to the "core" plotline, but doing those quests made the world seem deeper. Your mileage may vary. |
The best part of Prophecies was that most quests were in outposts/cities. Once you finished killing the quest objective, all you had to do was teleport back to town. In Factions, a lot of quests are in instanced areas which absolutely sucks because you have to go through every single goddamn Am Fa three times in the world just to get to some random officer to collect your reward.
If you are looking for something to blame for the state of PvE in GW, look at Anet and nothing else. PvP isn't to blame for the sorry state of PvE GW is in. There's hardly any new content for PvP in Factions first off and Anet has repeatedly shown that PvE takes precedence over even the most minor improvements PvP could use. There have been dozens of small, minor suggestions to improve the PvP experience, but they've all been ignored so far

felinette
Prophecies quests were also fedex or go here, kill this, in fact, most quests in computer RPGs are. So it's a matter of how interesting you make the journey to the fedex point or to kill whatever. It's not interesting when the journey consists of what Omar said. That's just a grind.
J3mo
Yea lol the whole problem with guild wars is the f*cking lvl20 cap, it sucks.
They can easily adjust it just for PvE but they're too lazy.
I mean damn what u need skill points for,, getting exp after lvl20 is useless thus making everything boring in game, havent played gw myself for 2 weeks now and i still dont feel like i should.
nuff said
They can easily adjust it just for PvE but they're too lazy.
I mean damn what u need skill points for,, getting exp after lvl20 is useless thus making everything boring in game, havent played gw myself for 2 weeks now and i still dont feel like i should.
nuff said
Paperfly
Factions quests get a slightly worse rap than they deserve because of the Kaineng Centre subquests.
...Seriously, that's like six hours of Fed-Ex if you do them all - and a savage percentage of them involve returning to an area you cleared half an hour ago then had to map out of to get the quest reward!
Outside of the city there's a reasonable amount of variety if you disregard the faction-farm repeatable quests (though even then you have some slight variety - duels, patrols).
Examples: The two mapping quests, the Luxon one where you defend the gutted boat thingy, the "Kill X Wardens" one, the merchant escort, the ancient mariner's lost message bottles...
...Incidentally, I spent a few hours yesterday bulling my way through the hidden Jade Brotherhood city in Tahnnakai (explorable) to find the "lost" Imperial Commendation quest. While it admittedly involved some honest-to-goodness screaming at my monitor*, I now have a lot more respect for Factions development in regards to the cool hidden bits most people will never visit.
*"I am sick of these perfectly staggered Dragon Stomps driving me into the ground and further into DP!", that sort of thing.
...Seriously, that's like six hours of Fed-Ex if you do them all - and a savage percentage of them involve returning to an area you cleared half an hour ago then had to map out of to get the quest reward!
Outside of the city there's a reasonable amount of variety if you disregard the faction-farm repeatable quests (though even then you have some slight variety - duels, patrols).
Examples: The two mapping quests, the Luxon one where you defend the gutted boat thingy, the "Kill X Wardens" one, the merchant escort, the ancient mariner's lost message bottles...
...Incidentally, I spent a few hours yesterday bulling my way through the hidden Jade Brotherhood city in Tahnnakai (explorable) to find the "lost" Imperial Commendation quest. While it admittedly involved some honest-to-goodness screaming at my monitor*, I now have a lot more respect for Factions development in regards to the cool hidden bits most people will never visit.
*"I am sick of these perfectly staggered Dragon Stomps driving me into the ground and further into DP!", that sort of thing.

yspark901
this is my opinion about it. PvE in GW tends to lead into PvP, or guild battle. what with all the tournaments, and the "glory and fame". which is fine. So working on a pve char is good. get to lvl 20, then get to the fun part, whatever it maybe. The thing is the PvP only chars. they can have just as good stuff as the pve, so they don't fall back when it comes to the stats. So only thing really better about pve char is that they can look "cooler" than the pvp only characters. It becomes pretty tedious in my opinion,