Originally Posted by Aniewiel
GW isn't really an MMORPG. I've said this a bunch but I'll say it one more time because...well...I like to say it.
GW is more of an FPS with RPG elements thrown in. While set in a fairly "high fantasy" environment, you are basically "shooting" monsters and, certainly in PvP, you are chasing after the opposing team (much like Unreal Tournament). The RPG elements come into play with quests and somewhat with the leveling (though even that is very limited). I agree to a point that warriors, fire casters and healers are well-represented in RPGs though I would also argue that necromancers and rangers (definitely) are as well. They just have to find their niche within this so-called hybrid game. But you are absolutely correct that, as time goes on, the appreciation of the lesser-played classes will go up. And, welcome by the way! |
Keep In Mind That GW Is A Very Young MMORPG
Disciple
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Algren Cole
Quote:
Originally Posted by AgentG
no it doesnt.
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check your settings....it's right underneath "mouse-look".
most, if not all, servers disable this feature...but the game itself was built with an auto-aim feature.
Phades: "..." is a commonly used literary element that showcases a break in thought or a pause in speech.
Dax
Oh geez how I get sucked into this completely off-topic conversation I'll never know.
I agree that it is more MMO or MMORPG, but when I think of FPS elements (not directly compared to) I think of the way teams and PvP are handled:
Towns/Arenas (waiting areas) = FPS lobby menu where people can team up
PvP arenas = Team Deathmatch
Guilds = Clans
I think the confusion lies in the fact you are taking the FPS part too literally. The key word is elements. I mean it is definately not a first person shooter, but there are some similar ideas.
I agree that it is more MMO or MMORPG, but when I think of FPS elements (not directly compared to) I think of the way teams and PvP are handled:
Towns/Arenas (waiting areas) = FPS lobby menu where people can team up
PvP arenas = Team Deathmatch
Guilds = Clans
I think the confusion lies in the fact you are taking the FPS part too literally. The key word is elements. I mean it is definately not a first person shooter, but there are some similar ideas.
Snuk the Great
Why dont you just say First Person or Third Person Massive Multiplayer Online Role Playing Game.
Now let me reinforce my statement. The first part of the First Person or Third Person is just the view. You can choose to have it in First person or Third Person.
Massive Multiplayer Online because of the fact thet GW is hooked up to big servers supporting lots of players where the servers together act like one gameserver (you cant pick a server now can you ). In games with lobbys this lobby searches for servers which act independently and not together as one server.
And well the Role Playing Part is easy. You play a role in a story with a character YOU create.
And finaly game, well I hope you get that :P.
Now let me reinforce my statement. The first part of the First Person or Third Person is just the view. You can choose to have it in First person or Third Person.
Massive Multiplayer Online because of the fact thet GW is hooked up to big servers supporting lots of players where the servers together act like one gameserver (you cant pick a server now can you ). In games with lobbys this lobby searches for servers which act independently and not together as one server.
And well the Role Playing Part is easy. You play a role in a story with a character YOU create.
And finaly game, well I hope you get that :P.
Dax
Quote:
Originally Posted by Snuk the Great
Why dont you just say First Person or Third Person Massive Multiplayer Online Role Playing Game.
Now let me reinforce my statement. The first part of the First Person or Third Person is just the view. You can choose to have it in First person or Third Person. Massive Multiplayer Online because of the fact thet GW is hooked up to big servers supporting lots of players where the servers together act like one gameserver (you cant pick a server now can you ). In games with lobbys this lobby searches for servers which act independently and not together as one server. And well the Role Playing Part is easy. You play a role in a story with a character YOU create. And finaly game, well I hope you get that :P. |
I don't thing anyone is saying GW is a FPS... I hope you get that.
Phades
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Originally Posted by Ashley Twig
Hm,duck hunt,
the term "simulation" is probably a term that describes almost any computer game there is. So even a game like Doom, Quake or HalfLife etc. is some kind of a simulation. And ActionShooter? Name one so called "real" FPS that isn't an ActionShooter? How about DuckHunt being a first person action simulation shooter? FPASS. |
One of the main differences between something that is a sim and something that is not, typically revolves around the primary method to input commands. Flight sims use sticks, throttle control, foot pedals (name escapes me atm); while driving sims use steering wheels, gas and brake pedals, clutch ect. Sims also attempt to duplicate reality directly instead of creating mechanics for interesting play or balance.
If you cant tell the difference then im sorry, but you should broaden your horizonss.
Algren, a comma works just fine for those kinds of things.
Algren Cole
Quote:
Originally Posted by Phades
The difference lies in the maniuplation of the controls. Does the player dictate the sucess of the shot or does the game automatically handle the calculations.
One of the main differences between something that is a sim and something that is not, typically revolves around the primary method to input commands. Flight sims use sticks, throttle control, foot pedals (name escapes me atm); while driving sims use steering wheels, gas and brake pedals, clutch ect. Sims also attempt to duplicate reality directly instead of creating mechanics for interesting play or balance. If you cant tell the difference then im sorry, but you should broaden your horizonss. Algren, a comma works just fine for those kinds of things. |
Ashley Twig
Quote:
Originally Posted by Phades
The difference lies in the maniuplation of the controls. Does the player dictate the sucess of the shot or does the game automatically handle the calculations.
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Those calculations can be more or less complex, but nevertheless: it's always the game.
Quote:
Originally Posted by Phades
One of the main differences between something that is a sim and something that is not, typically revolves around the primary method to input commands. Flight sims use sticks, throttle control, foot pedals (name escapes me atm); while driving sims use steering wheels, gas and brake pedals, clutch ect.
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Quote:
Originally Posted by Phades
Sims also attempt to duplicate reality directly instead of creating mechanics for interesting play or balance.
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The degree of direct duplication can't be a factor that decides wether we're dealing with a simulation or not.
Quote:
Originally Posted by Phades
If you cant tell the difference then im sorry, but you should broaden your horizonss.
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You got the world figured out. I rest my case.
Phades
The sum of your argument is that you dont agree? At least you were trying to bring up examples to support your side of the argument earlier. Out of context or incomplete quotes do not really show your side of the position well either.
In a first person shooter if you aim/look at the ground you hit the ground, not someone who is on the other side of the map. That is not randomly or a calculated conclusion. By contrast, in guildwars you direct your character's target bias by selecting the target involved. The shot's sucess is predetermined by existing conditions, whether by spell, effect, or by movement, not by the player's guidance. Shots that are also not area of effect do not strike potential targets that intervene in the projectile trajectory.
As i stated earlier, if you cant see the difference in playing the game i dont know how to explain it to you any better.
In a first person shooter if you aim/look at the ground you hit the ground, not someone who is on the other side of the map. That is not randomly or a calculated conclusion. By contrast, in guildwars you direct your character's target bias by selecting the target involved. The shot's sucess is predetermined by existing conditions, whether by spell, effect, or by movement, not by the player's guidance. Shots that are also not area of effect do not strike potential targets that intervene in the projectile trajectory.
As i stated earlier, if you cant see the difference in playing the game i dont know how to explain it to you any better.
DrSLUGFly
I'm going to be very bold here, go way out on a limb, and comment on the OP comments.
I think that another reason that we will see rangers, necros and mesmers open up more as time goes on is not only because people realize their value, but also because people will want to experiment with new classes again after they've accustomed themselves to their starting classes.
Myself I'm about to start a ranger... but I sorely wish that I had 6 character slots so I could try out warrior and mesmer without killing any of my previous characters.
I think that another reason that we will see rangers, necros and mesmers open up more as time goes on is not only because people realize their value, but also because people will want to experiment with new classes again after they've accustomed themselves to their starting classes.
Myself I'm about to start a ranger... but I sorely wish that I had 6 character slots so I could try out warrior and mesmer without killing any of my previous characters.
Dax
Quote:
Originally Posted by Phades
The difference lies in the maniuplation of the controls. Does the player dictate the sucess of the shot or does the game automatically handle the calculations.
One of the main differences between something that is a sim and something that is not, typically revolves around the primary method to input commands. Flight sims use sticks, throttle control, foot pedals (name escapes me atm); while driving sims use steering wheels, gas and brake pedals, clutch ect. Sims also attempt to duplicate reality directly instead of creating mechanics for interesting play or balance. |
Snuk the Great
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Originally Posted by Dax
Hey don't really care what it's called, I'm just agreeing that it does have some elements as some FPS type games do. that maybe true about the servers, but it's still a way that people come together for team play. For some reason you just don't get it.
I don't thing anyone is saying GW is a FPS... I hope you get that. |
That I hope you get that, was refering to the last word in my catoforizing of the game (First Person or Third Person Massive Multiplayer Online Role Playing Game). So it was saying I hope you get that it is a game (if you did not get that you would probably be on this forum by accident :P). It was not menth to be offensive in any way.
Dax
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Originally Posted by Snuk the Great
I was not refering to your post at all realy :P. I was just saying what in my eyes this game is. And I DO see that you are not saying its a FPS and that you are saying that it contains elements. I was just lending a hand with an addition of mmy own thoughts and opinion. So dont be offensed.
That I hope you get that, was refering to the last word in my catoforizing of the game (First Person or Third Person Massive Multiplayer Online Role Playing Game). So it was saying I hope you get that it is a game (if you did not get that you would probably be on this forum by accident :P). It was not menth to be offensive in any way. |
Vorlin
Since this thread's already been semi-hijacked, might as well toss in a question that's probably been answered a billion times already: just why -are- we limited to just 4 characters? Clearly there are far more than 4 valid character combos to create in this game, why the (IMO) ridiculously restricting seemingly arbitrary limitation of 4? You can only play one at a time regardless, and the data is stored locally, gotta be a reason but I'll be darned if I can see what it is.
Dax
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Originally Posted by Vorlin
Since this thread's already been semi-hijacked, might as well toss in a question that's probably been answered a billion times already: just why -are- we limited to just 4 characters? Clearly there are far more than 4 valid character combos to create in this game, why the (IMO) ridiculously restricting seemingly arbitrary limitation of 4? You can only play one at a time regardless, and the data is stored locally, gotta be a reason but I'll be darned if I can see what it is.
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Heheh..good times
That's a good question, I dunno