A PvE'ers Point of View And Complaint About The State of The Game
Sol Invictus
As a player who focused primarily on playing the PvE aspect of Guild Wars, I must say that unlike some of my PvE-enthusiast counterparts, I don't think ArenaNet did a very good job with the portion of the game that some people staunchly defend as being the best part about Guild Wars.
I'll be blunt: PvE is boring. There is very little to do beyond trudging through the ultra-linear missions with its uninteresting storyline and repetitive gameplay. The wilderness areas hold even less value to me as a PvE player due to the respawns, the lack of 'loot', which is one of the primary reasons why games like World of Warcraft and Diablo 2 are so popular, and the fact that they are nothing more than static areas with predictable placements of relatively opponents that offer nothing in terms of loot as previously mentioned, or even experience points for that matter, as they're just there to serve as a gameplay hurdle/timesink between you and the next location (e.g. Temple of the Ages).
Another thing: the map design is really bad. I'm not just talking about how players get stuck on blades of grass. I'm talking about the map designs as a whole: they're all maze-like. There are no open areas, except in Pre-Searing. It's really, really unenjoyable to walk around and have to fight a group of monsters every 5 seconds, especially those monsters that are hidden in the ground and pop up as soon as you approach. Is that supposed to be a challenge?
I don't like how the cooperative missions cater solely to classes like the Elementalist, Warrior and Monk primaries, either. The Holy Trinity, as they're called in other MMORPGs. Guild Wars is capable of better mission design with all the skills each class can be decked with, so why isn't it? Simply putting a monk, or even a couple of monk enemies within each enemy cluster would do wonders to diversify the class requirements in each party in the linear missions. Utility classes like the ranger, mesmer and yes, the necromancer would see a lot of demand, as the "Holy Trinity" wouldn't be able to counter such enemies on their own. Of course, while doing this would make it easier for utility class characters to find parties, it wouldn't do anything to change the fact that PvE is still boring.
I realize that Guild Wars isn't Diablo 2, but having a random placement of monsters as well as monster types with varying skills, along with loot, rewarding experience and even randomized quests would go a long way to making PvE a much better experience. The game is instanced, after all, so why not? Anarchy Online does it.
Speaking of which, what ever happened to the boast about each player being able to 'affect their instanced version of the game world', something that was mentioned time and time again in interview after interview?
In any case, having more modes of gameplay would be awesome. Just running through the boring linear missions isn't my idea of a good time. Having the party of players face off against a horde of weak, but numerous monsters besieging a fort would be tremendous fun, and it would certainly offer a great diversion to the tedium of the current game. Besides that, there's really all sorts of gameplay modes you could come up with. Having the players face off against waves of random monsters in a melee would be terrific, and I don't mean to have any of these modes set up as one of those linear missions either, but as a special cooperative gameplay mode. I'm sure it's been suggested before. Let's face it, the PVE is repetitive, and that kills replayability.
Concerning PVP: Adding new gameplay modes would give the game the boost of life that it deserves, and getting rid of the annoying maps like the 6-way PVP would help, too. Also, there shouldn't be any reason why all of the PVP battles have to happen in the Tombs. Some players might just enjoy playing the Relic run maps, or maybe they just like to duel another 8-player party without being in a guild, so why not have separate arenas for these gameplay modes?
Before anyone brings up the subject that "PVE is about grind, as are RPGs", I'll just go ahead and say that you if you do say that, you probably don't know what you're talking about. When I played Diablo and Diablo 2, it never felt like a grind. Why? Because it was fun, and because it was constantly rewarding, either through the accumulation of new items, skill points, or quest rewards that didn't involve some part of the game I wasn't interested in. How interesting is it, really, for a PVE-only player to acquire a skill that's only useful in PVP? While I hold interest in both PVE and PVP portions of Guild Wars, I don't deny that there are parts of the game that we would be better off without: namely, the slow accumulation of skill points, the pointlessness of doing so for a PVE player as there are no real challenges that require the use of most skills, and the fact that PVP players have to spend time doing something they don't consider enjoyable.
In real RPGs like Fallout and Baldur's Gate, not once did you ever have to grind. You merely accumulated levels, skills and items as you continued on your quests, or journey throughout the game, and performed tasks and made decisions that changed the game world. Playing Knights of the Old Republic, Baldur's Gate II and Jade Empire never gave me the impression that I was 'trudging' through the game to some end. It was about the journey, not the destination that captivated my interest for as long as it did.
Guild Wars feels like a grind, and I don't like that feeling. The game needs less linearity, and less forced gameplay. Yes, it's true that Guild Wars uses the carrot and stick approach, as do many other RPGs. With Guild Wars, however, the carrot happens to be rotten and the stick is a big baseball bat with bloody splinters all over it.
Please don't squander the game's potential.
Sol Invictus
I'll be blunt: PvE is boring. There is very little to do beyond trudging through the ultra-linear missions with its uninteresting storyline and repetitive gameplay. The wilderness areas hold even less value to me as a PvE player due to the respawns, the lack of 'loot', which is one of the primary reasons why games like World of Warcraft and Diablo 2 are so popular, and the fact that they are nothing more than static areas with predictable placements of relatively opponents that offer nothing in terms of loot as previously mentioned, or even experience points for that matter, as they're just there to serve as a gameplay hurdle/timesink between you and the next location (e.g. Temple of the Ages).
Another thing: the map design is really bad. I'm not just talking about how players get stuck on blades of grass. I'm talking about the map designs as a whole: they're all maze-like. There are no open areas, except in Pre-Searing. It's really, really unenjoyable to walk around and have to fight a group of monsters every 5 seconds, especially those monsters that are hidden in the ground and pop up as soon as you approach. Is that supposed to be a challenge?
I don't like how the cooperative missions cater solely to classes like the Elementalist, Warrior and Monk primaries, either. The Holy Trinity, as they're called in other MMORPGs. Guild Wars is capable of better mission design with all the skills each class can be decked with, so why isn't it? Simply putting a monk, or even a couple of monk enemies within each enemy cluster would do wonders to diversify the class requirements in each party in the linear missions. Utility classes like the ranger, mesmer and yes, the necromancer would see a lot of demand, as the "Holy Trinity" wouldn't be able to counter such enemies on their own. Of course, while doing this would make it easier for utility class characters to find parties, it wouldn't do anything to change the fact that PvE is still boring.
I realize that Guild Wars isn't Diablo 2, but having a random placement of monsters as well as monster types with varying skills, along with loot, rewarding experience and even randomized quests would go a long way to making PvE a much better experience. The game is instanced, after all, so why not? Anarchy Online does it.
Speaking of which, what ever happened to the boast about each player being able to 'affect their instanced version of the game world', something that was mentioned time and time again in interview after interview?
In any case, having more modes of gameplay would be awesome. Just running through the boring linear missions isn't my idea of a good time. Having the party of players face off against a horde of weak, but numerous monsters besieging a fort would be tremendous fun, and it would certainly offer a great diversion to the tedium of the current game. Besides that, there's really all sorts of gameplay modes you could come up with. Having the players face off against waves of random monsters in a melee would be terrific, and I don't mean to have any of these modes set up as one of those linear missions either, but as a special cooperative gameplay mode. I'm sure it's been suggested before. Let's face it, the PVE is repetitive, and that kills replayability.
Concerning PVP: Adding new gameplay modes would give the game the boost of life that it deserves, and getting rid of the annoying maps like the 6-way PVP would help, too. Also, there shouldn't be any reason why all of the PVP battles have to happen in the Tombs. Some players might just enjoy playing the Relic run maps, or maybe they just like to duel another 8-player party without being in a guild, so why not have separate arenas for these gameplay modes?
Before anyone brings up the subject that "PVE is about grind, as are RPGs", I'll just go ahead and say that you if you do say that, you probably don't know what you're talking about. When I played Diablo and Diablo 2, it never felt like a grind. Why? Because it was fun, and because it was constantly rewarding, either through the accumulation of new items, skill points, or quest rewards that didn't involve some part of the game I wasn't interested in. How interesting is it, really, for a PVE-only player to acquire a skill that's only useful in PVP? While I hold interest in both PVE and PVP portions of Guild Wars, I don't deny that there are parts of the game that we would be better off without: namely, the slow accumulation of skill points, the pointlessness of doing so for a PVE player as there are no real challenges that require the use of most skills, and the fact that PVP players have to spend time doing something they don't consider enjoyable.
In real RPGs like Fallout and Baldur's Gate, not once did you ever have to grind. You merely accumulated levels, skills and items as you continued on your quests, or journey throughout the game, and performed tasks and made decisions that changed the game world. Playing Knights of the Old Republic, Baldur's Gate II and Jade Empire never gave me the impression that I was 'trudging' through the game to some end. It was about the journey, not the destination that captivated my interest for as long as it did.
Guild Wars feels like a grind, and I don't like that feeling. The game needs less linearity, and less forced gameplay. Yes, it's true that Guild Wars uses the carrot and stick approach, as do many other RPGs. With Guild Wars, however, the carrot happens to be rotten and the stick is a big baseball bat with bloody splinters all over it.
Please don't squander the game's potential.
Sol Invictus
Shamblemonkee
You can see acouple of instances of quests you've done affecting the world, Siege of Piken Square, Garfazz Bloodfang, complete either of these and the mobs won't be there in future unless someone in your group has yet to do it. The same is true of NPC's being present or not - i.e cyn, devona, mhenlo, aiden, outside LA and AR the first time you exit. It's in there, maye just not as blatantly as you'd like.
I'm a big supporter of the PvE co-op Seige ida, where you have to face off multiple waves of ever increasing enemies. People love facing incredible odds and surviving, the feel is soo much better than facing two or three super hard hitting mobs.
I'm a big supporter of the PvE co-op Seige ida, where you have to face off multiple waves of ever increasing enemies. People love facing incredible odds and surviving, the feel is soo much better than facing two or three super hard hitting mobs.
Pandora's box
Its a matter of vision. Anet stated it more than once: GW is supposed to be 'differend'. The main problem for PvE is that there is no good reward system after getting to level 20. PvE players like to grow stronger. But Anet has made this very clear: They are aware of the concerns but in no way they will implement 'better' items. Its a little bit sad that, as some kind of compensation, they are willing to offer stuff that makes you look better
I agree with the maps. Its too many mazes. And it would be no problem to create 'open' aereas. I like the idea of some random spots. I myself posted earlier about adding random dungeons in maps.
Monster clusters: I think the problem is botting. We had some differend mobs. But once players learned how to kill them quickly for loot, Anet added all kinds of hidden creatures, mesmers to dispell, lifedrainers, etc. So now almost every map is crowded with them. Its obvious that a differend solution for botters is needed so maps can have all kinds of differend mobs. Players should also be granted the satisfaction of cutting through a huge mob like a knife through hot butter... Now and than
I think skillpoints should have more functions than unlocking skills. After level 20 I gather skillpoint after skillpoint, tried differend builds by switching profession, and yet I have over 50 spare points. Lets simply face it: for PvE after level 20 there's nothing more to do than gather gold for new chr's or friends. For me its the Award system that bothers me most... I dont care for nice looking stuff, its not necessary to drop great items, but it would certainly help if there was a wider variarity of suffixes and prefixes...
I agree with the maps. Its too many mazes. And it would be no problem to create 'open' aereas. I like the idea of some random spots. I myself posted earlier about adding random dungeons in maps.
Monster clusters: I think the problem is botting. We had some differend mobs. But once players learned how to kill them quickly for loot, Anet added all kinds of hidden creatures, mesmers to dispell, lifedrainers, etc. So now almost every map is crowded with them. Its obvious that a differend solution for botters is needed so maps can have all kinds of differend mobs. Players should also be granted the satisfaction of cutting through a huge mob like a knife through hot butter... Now and than
I think skillpoints should have more functions than unlocking skills. After level 20 I gather skillpoint after skillpoint, tried differend builds by switching profession, and yet I have over 50 spare points. Lets simply face it: for PvE after level 20 there's nothing more to do than gather gold for new chr's or friends. For me its the Award system that bothers me most... I dont care for nice looking stuff, its not necessary to drop great items, but it would certainly help if there was a wider variarity of suffixes and prefixes...
Shadow_Avenger
Mostpeople miss the point of the dynamic instancing, basically all it is, is that when you go into an area, the area change spawns after you complete a mission. If you are in a group then it basically places all the spawns in the map for every quest available to all the players in the group. As such it can be seen.
It is not as it makes it out to be, i.e. You don't do the mission in pre ascalon to give the guy a devour egg and then he doesn't appear later in the game, in the pike square mission, or later on the becon perch mission a hungry devourer. Admittedly if it did it would make the missions more diverse, and each play through would have a more dynamic effect on the game world. If they did it would also lead to players discovering hidden mission etc. As it stands the missions are fixed and appear reguardless of what you have done or not done in the past.
I would even go as far to say that once you get past post searing, all classes basically get to do all the quest reguardless. There isn't actually that many quests to do, and it is easy to do all the quest available with one RP character. If there was a greater dynamic here it would be better, have each class have its own set of missions through out the game that are unique to the primary choosen, then atleast playing through the game a second or third time would retain its whats next factor.
I would not personally have your secondary class effect the quest as this would create a situation like what you have now, on the other hand it could make it easier and more fun to unlock skills for your secondary. As at the moment if you change secondary you can go back to post as do class related quest for skills, but this option ends once you get to yaks bend.
More primary class related quest would help to life the tedium from the PvE game, adding new areas is good, but I suspect in the long run it will not eleviate any of the current PvE issues as the new areas once released will be old hat within 2 weeks and you will be back to square one.
It is not as it makes it out to be, i.e. You don't do the mission in pre ascalon to give the guy a devour egg and then he doesn't appear later in the game, in the pike square mission, or later on the becon perch mission a hungry devourer. Admittedly if it did it would make the missions more diverse, and each play through would have a more dynamic effect on the game world. If they did it would also lead to players discovering hidden mission etc. As it stands the missions are fixed and appear reguardless of what you have done or not done in the past.
I would even go as far to say that once you get past post searing, all classes basically get to do all the quest reguardless. There isn't actually that many quests to do, and it is easy to do all the quest available with one RP character. If there was a greater dynamic here it would be better, have each class have its own set of missions through out the game that are unique to the primary choosen, then atleast playing through the game a second or third time would retain its whats next factor.
I would not personally have your secondary class effect the quest as this would create a situation like what you have now, on the other hand it could make it easier and more fun to unlock skills for your secondary. As at the moment if you change secondary you can go back to post as do class related quest for skills, but this option ends once you get to yaks bend.
More primary class related quest would help to life the tedium from the PvE game, adding new areas is good, but I suspect in the long run it will not eleviate any of the current PvE issues as the new areas once released will be old hat within 2 weeks and you will be back to square one.
Saerden
Great post. You have mentioned most of (imho) obvious flaws in GW PvE design.
It felt shallow, boring, and empty. The world (or better a collection of maps) feels like levels / stages designed for video games. Honestly, blocking terrain has been abused in most games, but GW wins the "no freedom" award. There is no world, there is just a path that manages to make enough turns to fit into a square most of the time.
There are other flaws: Solo Farming is at least 20 times more rewarding then playing with other people, especially doing the missions.
Missions like Thunderhead are not really difficult, just frustrating and timeconsuming (honestly, the king is the worst charging wa/mo aggro-junkie i have ever seen, the best way to do the keep is to have a player talk to the king and go afk till the door, then go afk again till the cutscene.)
There are lots of other areas where GW tried to be different, but failed. Leveling Grind >> Unlocking grind. At least other RPGs pretend to allow you to create and play a character with skills and abilities that increase over time. In GW, you level your account, and you cant even use it during PvE. Honestly, who dont you just unlock cooking recipes or pictures of semihot chicks/guys? Same function for PvE players: you collect something that has no bearing on the game whatsoever, improvement for PvP players who finally can play chess with more then just pawns. Yes, the gankers will be annoyed, but you cant really gank in GW. Or meet anyone else outside the chatrooms / trading posts . Or affect the instanced world in any meaningfull way whatsoever. Great way to remove the fun aspects of persistant worlds (interaction, be it good or bad) and not adding the fun aspects of instances (you can do whatever you want, even if it means blowing up the map or killing the main character...)
However, people seem to like it, so who cares? Profit > quality anyway.
edit: i doubt that intelligent people like blackace will miss the point, but there are still less intelligent people out there:
Pvp has huge problems atm, but that does not change the fact that pve is nothing to write home about. Dont come in here stating that pve is worthless and you need to complain about pvp. Thats what im doing. Yet even ignoring the huge amount of people from the local minority, there are still major flaws with this game!
It felt shallow, boring, and empty. The world (or better a collection of maps) feels like levels / stages designed for video games. Honestly, blocking terrain has been abused in most games, but GW wins the "no freedom" award. There is no world, there is just a path that manages to make enough turns to fit into a square most of the time.
There are other flaws: Solo Farming is at least 20 times more rewarding then playing with other people, especially doing the missions.
Missions like Thunderhead are not really difficult, just frustrating and timeconsuming (honestly, the king is the worst charging wa/mo aggro-junkie i have ever seen, the best way to do the keep is to have a player talk to the king and go afk till the door, then go afk again till the cutscene.)
There are lots of other areas where GW tried to be different, but failed. Leveling Grind >> Unlocking grind. At least other RPGs pretend to allow you to create and play a character with skills and abilities that increase over time. In GW, you level your account, and you cant even use it during PvE. Honestly, who dont you just unlock cooking recipes or pictures of semihot chicks/guys? Same function for PvE players: you collect something that has no bearing on the game whatsoever, improvement for PvP players who finally can play chess with more then just pawns. Yes, the gankers will be annoyed, but you cant really gank in GW. Or meet anyone else outside the chatrooms / trading posts . Or affect the instanced world in any meaningfull way whatsoever. Great way to remove the fun aspects of persistant worlds (interaction, be it good or bad) and not adding the fun aspects of instances (you can do whatever you want, even if it means blowing up the map or killing the main character...)
However, people seem to like it, so who cares? Profit > quality anyway.
edit: i doubt that intelligent people like blackace will miss the point, but there are still less intelligent people out there:
Pvp has huge problems atm, but that does not change the fact that pve is nothing to write home about. Dont come in here stating that pve is worthless and you need to complain about pvp. Thats what im doing. Yet even ignoring the huge amount of people from the local minority, there are still major flaws with this game!
kuji
oki this post is very indeapth and yah oki got a few good points and so on BUT, as with a lot of these whiney posts witch is what this is.
You half to look at this from another view being arena net's view they didnt put a game out there for a pve'er, This games focused on pvp its not ment to be full on rpg look at me i can play for years doing nothing but pve its ment to be a game u can be good at fast and get in to quickly not spend mounths on playing the computer alown in a dark room .
If u want that kinda game go play daoc, or everquest2, or summin else! , and im not having ago becuse i dont like pve becuse to me pve is the best part of a game im not to fussed about pvp but this games got enuff to be going on with if u look for it and to be honest if u can find a spec that can solo the hole game then to me thats when u have a right to complane this games to dull and boring and needs more put to it, till then find more ways to play fine better ways to play OR get a new game! Sorry but thats that.
You half to look at this from another view being arena net's view they didnt put a game out there for a pve'er, This games focused on pvp its not ment to be full on rpg look at me i can play for years doing nothing but pve its ment to be a game u can be good at fast and get in to quickly not spend mounths on playing the computer alown in a dark room .
If u want that kinda game go play daoc, or everquest2, or summin else! , and im not having ago becuse i dont like pve becuse to me pve is the best part of a game im not to fussed about pvp but this games got enuff to be going on with if u look for it and to be honest if u can find a spec that can solo the hole game then to me thats when u have a right to complane this games to dull and boring and needs more put to it, till then find more ways to play fine better ways to play OR get a new game! Sorry but thats that.
TideSwayer
Quote:
Originally Posted by Pandora's box
Monster clusters: I think the problem is botting. We had some differend mobs. But once players learned how to kill them quickly for loot, Anet added all kinds of hidden creatures, mesmers to dispell, lifedrainers, etc. So now almost every map is crowded with them. Its obvious that a differend solution for botters is needed so maps can have all kinds of differend mobs. Players should also be granted the satisfaction of cutting through a huge mob like a knife through hot butter... Now and than
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The S. Shiverpeaks are where you have to cap many of the elite skills, but it takes FOREVER to get through any of these damn zones because you have to fight about 10 monsters every 10 feet of the way. Let's not even mention that sometimes the boss you may need to cap the skill from doesn't even show up (lame), and then you get to do the whole zone over again. Fun, fun, fun. Not.
I wouldn't mind the sheer amount of monsters because I know how to pull and stuff. However, it seems in the Southern Shiverpeaks mobs are TOO close to one another and it's almost impossible to pull one away from another so they all don't get aggro'ed at once and then you have 15% - 30% - 60% dp before you know it. It's bad enough that the level is capped at 20. It's worse when alot of the time you are playing with way less than level 20 HP and energy, due to the mob placement and abundance moreso than your own level of skill.
Sol Invictus
The big problem in Guild Wars' linear storyline is the fact that you're relegated to the role of 'passive observer' when it comes to having any effect on the setting. It's hard to call it an RPG when you can't control anything that happens to your character, or to the game world you're in. With the way skill point redemption is, it's difficult to say that you're even capable of developing a unique character, because you're not. Killing monsters doesn't result in any rewards, either, so what's the point?
Once you're level 20... that's it. All that remains is completing the rest of the game for the sake of reading the weak storyline. There is no real incentive. I don't much feel like grinding for the useless Fissure/UW armors, just so my character can look pretty, either.
Once you're level 20... that's it. All that remains is completing the rest of the game for the sake of reading the weak storyline. There is no real incentive. I don't much feel like grinding for the useless Fissure/UW armors, just so my character can look pretty, either.
kuji
Quote:
Once you're level 20... that's it. All that remains is completing the rest of the game for the sake of reading the weak storyline. There is no real incentive. I don't much feel like grinding for the useless Fissure/UW armors, just so my character can look pretty, either. |
dreamcrafter
A lot of really good points were brought up in this thread, especially the one about the maps all beeing mazes. I don't know if anybody has allready touched the subject, but:
I'm tired of fightinh the same darn monsters throughout the whole games. I'm sick of scorpions, scarabs and spiders. I don't really care what their prefix might be, I'd really appreciate some diversity.
There's just one point that I disagree on with you guys: I liked the storyline. Well for most od the part, at least, it does get a bit lame after you leave the Maguuma Jungle, but I really enjoyed Ascalon, the flight through the Shiverpeaks and the battles against the White Mantle in Kryyta. But I guess that's just a matter of taste.
Oh by the way, I'm enjoying this game more than I did Diablo2 by the way. D2 was even more maze like then GW and the storyline didn't really appeal to me. But as I said, tastes are different...
I'm tired of fightinh the same darn monsters throughout the whole games. I'm sick of scorpions, scarabs and spiders. I don't really care what their prefix might be, I'd really appreciate some diversity.
There's just one point that I disagree on with you guys: I liked the storyline. Well for most od the part, at least, it does get a bit lame after you leave the Maguuma Jungle, but I really enjoyed Ascalon, the flight through the Shiverpeaks and the battles against the White Mantle in Kryyta. But I guess that's just a matter of taste.
Oh by the way, I'm enjoying this game more than I did Diablo2 by the way. D2 was even more maze like then GW and the storyline didn't really appeal to me. But as I said, tastes are different...
Saerden
Quote:
Originally Posted by kuji
told u alread dont liek it get a pve based game guildwars IS NOT and nore do i think ever WILL be a pve based game is PVP based and its good at it
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If they main focus of this game was pvp, ANET just managed to completely shoot themself in the head. 90% of the content is pve. The pvp players are leaving (or flaming or both).
If the main focus was pve, they managed to shoot themself, because 90% of the 90% are boring.
And the blend of spirit spam (NR-spam), unlock grind and UW solo farming (yes, you can farm everything solo, including UW) dont make a good game, no?
Rieselle
GW might be "trying" to be different, but they are not doing it well enough.
Given that the monsters have similar classes and skills to players, you would have thought they would be roaming about in rational, balanced groups, able to take on most things. Instead, they're usually like most other rpgs. "This area has lots of spiders. This area has lots of hydras. This area has lots of..."
Given that the game is instanced, it would seem to make sense to have some randomness, so that every persons experience can vary from other peoples, so that repeat play will yield new and different gameplay. Instead, all the stuff is exactly in the same place all the time - just like a normal MMORPG, but missing the unpredictability of other humans that a normal MMORPG has.
Given that the game is about "skill", that the level and item power structure is so flat, it would have worked great to have optional challenges of varying difficulty all over the map, so that you can explore and come across a fortress defended by grawl, a passing caravan of dwarves that need protecting, an abandoned mine now inhabited by a big mother drake and her children... etc. And the team would stop, discuss whether they can win, discuss their strategy, and then charge in, suffer horrific losses, pull back and rebirth their dead, talk about their mistakes, point fingers at n00bs, and generally try again, possibly getting a juicy REWARD for their SKILL and their BRAVERY. And it would also make sense for these bonuses to be once-off, and randomly placed, so that if you were lucky enough to come across it, it would be a really exciting event. (also to stop people farming it.)
Instead, we have rewards and bosses placed a fixed locations on all maps, all maps having an even level of difficulty across all monsters there. You dont explore - you find a good spot to farm and repeat it until it gets nerfed or something. If you're looking for a boss, you repeat the same area over and over until it spawns. ALL of this is exactly like the current run of crappy MMORPGs out there.
Given that this game might be "all about pvp" it would make sense to integrate pvp into every facet of the gameplay, even pve. Make missions that require two teams to play through an instance, on possibly different or conflicting goals, occasionally butting heads or cooperating to pass a difficult area. Make a story that revolves around confrontation between player groups. Make explorable areas occasionally randomly spawn another human group or two in there - if you meet, will you be Allies? Foes? Can you cooperate to take that objective? Fight over the spoils afterwards? Instead, we have HalfLife, or any other pc game from recent years. We have a "single player campaign" and a "deathmatch mode", both completely seperate, despite Anet's efforts to "keep them together".
So >please< ANet, if you are going to release new pve content - fulfill your stated goals and make it DIFFERENT from the crappy gameplay we've all seen before. Now that your technology is developed and proven, it's time to hire some good writers, imaginative designers, listen to your community, and make a wonderful GAME, not just a tech-demo with lip service to gameplay. (*cough* Doom 3 *cough cough* EQ2 *cough gag choke*)
Given that the monsters have similar classes and skills to players, you would have thought they would be roaming about in rational, balanced groups, able to take on most things. Instead, they're usually like most other rpgs. "This area has lots of spiders. This area has lots of hydras. This area has lots of..."
Given that the game is instanced, it would seem to make sense to have some randomness, so that every persons experience can vary from other peoples, so that repeat play will yield new and different gameplay. Instead, all the stuff is exactly in the same place all the time - just like a normal MMORPG, but missing the unpredictability of other humans that a normal MMORPG has.
Given that the game is about "skill", that the level and item power structure is so flat, it would have worked great to have optional challenges of varying difficulty all over the map, so that you can explore and come across a fortress defended by grawl, a passing caravan of dwarves that need protecting, an abandoned mine now inhabited by a big mother drake and her children... etc. And the team would stop, discuss whether they can win, discuss their strategy, and then charge in, suffer horrific losses, pull back and rebirth their dead, talk about their mistakes, point fingers at n00bs, and generally try again, possibly getting a juicy REWARD for their SKILL and their BRAVERY. And it would also make sense for these bonuses to be once-off, and randomly placed, so that if you were lucky enough to come across it, it would be a really exciting event. (also to stop people farming it.)
Instead, we have rewards and bosses placed a fixed locations on all maps, all maps having an even level of difficulty across all monsters there. You dont explore - you find a good spot to farm and repeat it until it gets nerfed or something. If you're looking for a boss, you repeat the same area over and over until it spawns. ALL of this is exactly like the current run of crappy MMORPGs out there.
Given that this game might be "all about pvp" it would make sense to integrate pvp into every facet of the gameplay, even pve. Make missions that require two teams to play through an instance, on possibly different or conflicting goals, occasionally butting heads or cooperating to pass a difficult area. Make a story that revolves around confrontation between player groups. Make explorable areas occasionally randomly spawn another human group or two in there - if you meet, will you be Allies? Foes? Can you cooperate to take that objective? Fight over the spoils afterwards? Instead, we have HalfLife, or any other pc game from recent years. We have a "single player campaign" and a "deathmatch mode", both completely seperate, despite Anet's efforts to "keep them together".
So >please< ANet, if you are going to release new pve content - fulfill your stated goals and make it DIFFERENT from the crappy gameplay we've all seen before. Now that your technology is developed and proven, it's time to hire some good writers, imaginative designers, listen to your community, and make a wonderful GAME, not just a tech-demo with lip service to gameplay. (*cough* Doom 3 *cough cough* EQ2 *cough gag choke*)
kuji
Quote:
Originally Posted by Saerden
thats why everyone even mildy interested in pvp is engaged in repetive actions to flame the living hell out of everything ANET because they managed to destroy pvp.
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oki so in hoh atm its proving a big challange to eather take hoh rather then hold it becuse of rangers spamming fetial seson for a START yes this is JUST ONE dont flame me for saying its the only problem with taking hoh and holding it becuse i knwo thers lots of resons its hard to eather HOLD or more to the point take . but is this not the point to make it HARD to do so . yes i think it is. theres no SET group NO set build of charactor to win HoH there for pvp is not destroyed.
*edit* gook luck farming ALL of underworld solo even mo/w still cant do that and that lil build still hasent been nerfed . strip enchnment oops thay die. so dont tell me u can solo everythign u cant if somthing uses strip inchnment your dead fullstop.
Shadow_Avenger
As I have just posted else where, there are 1000 guild listed on the rankings some have only PvP'd 10 times. Now say each guild has 20 members, thats 200,000 players out of 400,000+ subscriber base. This to me speaks clearly that the game is 50/50 PvP and PvE, not only in design, but in community.
Don't make me quote A.net as they have even stated this is one of their primary goals, so please please PvP'ers get of your high horses GW is not PvP exclusive by a long shot.
Don't make me quote A.net as they have even stated this is one of their primary goals, so please please PvP'ers get of your high horses GW is not PvP exclusive by a long shot.
kuji
Quote:
Originally Posted by Shadow_Avenger
As I have just posted else where, there are 1000 guild listed on the rankings some have only PvP'd 10 times. Now say each guild has 20 members, thats 200,000 players out of 400,000+ subscriber base. This to me speaks clearly that the game is 50/50 PvP and PvE, not only in design, but in community.
Don't make me quote A.net as they have even stated this is one of their primary goals, so please please PvP'ers get of your high horses GW is not PvP exclusive by a long shot. |
Sol Invictus
Quote:
Originally Posted by Rieselle
GW might be "trying" to be different, but they are not doing it well enough.
Given that the monsters have similar classes and skills to players, you would have thought they would be roaming about in rational, balanced groups, able to take on most things. Instead, they're usually like most other rpgs. "This area has lots of spiders. This area has lots of hydras. This area has lots of..." Given that the game is instanced, it would seem to make sense to have some randomness, so that every persons experience can vary from other peoples, so that repeat play will yield new and different gameplay. Instead, all the stuff is exactly in the same place all the time - just like a normal MMORPG, but missing the unpredictability of other humans that a normal MMORPG has. |
I'd imagine that World of Warcraft would have been an excruciatingly boring game if it were fully instanced, and didn't have its little nuances, like the unpredictability of other players. I've just described Guild Wars' PVE. It would have been a good game, if it had randomized monsters, unpredictable (e.g. fun!) gameplay and the like, but ... it doesn't.
Quote:
Given that the game is about "skill", that the level and item power structure is so flat, it would have worked great to have optional challenges of varying difficulty all over the map, so that you can explore and come across a fortress defended by grawl, a passing caravan of dwarves that need protecting, an abandoned mine now inhabited by a big mother drake and her children... etc. And the team would stop, discuss whether they can win, discuss their strategy, and then charge in, suffer horrific losses, pull back and rebirth their dead, talk about their mistakes, point fingers at n00bs, and generally try again, possibly getting a juicy REWARD for their SKILL and their BRAVERY. And it would also make sense for these bonuses to be once-off, and randomly placed, so that if you were lucky enough to come across it, it would be a really exciting event. (also to stop people farming it.) Instead, we have rewards and bosses placed a fixed locations on all maps, all maps having an even level of difficulty across all monsters there. You dont explore - you find a good spot to farm and repeat it until it gets nerfed or something. If you're looking for a boss, you repeat the same area over and over until it spawns. ALL of this is exactly like the current run of crappy MMORPGs out there. So >please< ANet, if you are going to release new pve content - fulfill your stated goals and make it DIFFERENT from the crappy gameplay we've all seen before. Now that your technology is developed and proven, it's time to hire some good writers, imaginative designers, listen to your community, and make a wonderful GAME, not just a tech-demo with lip service to gameplay. (*cough* Doom 3 *cough cough* EQ2 *cough gag choke*) |
Mithie
Sol Invictus: I think making the monster spawns random every time you instance would contribute a great deal to getting rid of the "grind", as well as stop botters who's memorized all the spawn locations and farms them at its discretion. The story does suck. Period. But then, Guild Wars has never been about putting forward narrative arts in video games. While I understand the difficulty of creating a long and involved (And hopefully non-linear) storyline that spans the entire game, it wouldn't hurt if the minor quests got more variation or spice. So far, most of the secondary quests involve following the green arrow to your destination, do something, and go back for the reward. I would like to see a few instances where secondary quests with multiple possible outcomes which lead to other secondary quests, which would hopefully spark off a mini-storyline.
And Kuji: I HONESTLY have serious trouble reading and understanding your posts. Can you please refrain from liberal use of netspeak? (Sifting your posts through an MSWord spellchecker won't hurt either.)
And Kuji: I HONESTLY have serious trouble reading and understanding your posts. Can you please refrain from liberal use of netspeak? (Sifting your posts through an MSWord spellchecker won't hurt either.)
Jetai12
i love that this game's maps are mazes, sure once in a while i get annoyed but usually im like "this is soooo cool! i have no idea where im going!" (not sarcastic).
Quote:
Originally Posted by Shadow_Avenger
As I have just posted else where, there are 1000 guild listed on the rankings some have only PvP'd 10 times. Now say each guild has 20 members, thats 200,000 players out of 400,000+ subscriber base. This to me speaks clearly that the game is 50/50 PvP and PvE, not only in design, but in community.
Don't make me quote A.net as they have even stated this is one of their primary goals, so please please PvP'ers get of your high horses GW is not PvP exclusive by a long shot.
even though this game was supposed to be PvP based there is some good PvE
Quote:
Originally Posted by Shadow_Avenger
As I have just posted else where, there are 1000 guild listed on the rankings some have only PvP'd 10 times. Now say each guild has 20 members, thats 200,000 players out of 400,000+ subscriber base. This to me speaks clearly that the game is 50/50 PvP and PvE, not only in design, but in community.
Don't make me quote A.net as they have even stated this is one of their primary goals, so please please PvP'ers get of your high horses GW is not PvP exclusive by a long shot.
even though this game was supposed to be PvP based there is some good PvE
Shusky
Quote:
Originally Posted by dreamcrafter
I'm tired of fightinh the same darn monsters throughout the whole games. I'm sick of scorpions, scarabs and spiders. I don't really care what their prefix might be, I'd really appreciate some diversity.
|
That being said, there are mobs that act unconventionally, proving Anet can do it very well if it wants. For example, necrid patrols galloping outside ToA - you have to watch out for them and use the terrain wisely to avoid really massive aggros. This is not present at any other point. White Mantle going berserk with siege weapons are also funner than regular, pentiful but weak mobs.
I also agree with the mazes - my favourite locations in Tyria are open spaces, for example the meadow between LA and Ascalon Settlement, with half of the Caromi clan on it. It is actually diverse. Missions like Thirsty River or Thunderhead Keep (siege) are also way funner than your regular Go-Find-An-NPC-In-The-Middle-Of-Nowhere-And-Proceed-To-Kill-Stuff ones.
If PvE was funner and more replayable, I think that PvP would automatically benefit as well. More people wanting to go through the game again = more unlocked skills = larger PvP community.
tlr1293
Ahhhhh...I see that the Natives are restless!
I must agree and disagree on many points, but rather than go into them all (and there are many) in detail, creating the 'Post of all Posts', I will provide, what I think, may be some general ideas to improve PvE for all.
- take away the TRADE channel - implement an auction house. This would create a true value system and not some fake "c/o is 150k". Items sell for what people are truely willing to pay.
- leave the PvE storyline in place BUT, allow for randomness AND the storyline to co-exist. This takes some explaining:
... I have not done "Quest to Do Something", so I am the INVITER of a PUG - we do the instanced, monster-set storyline version of the quest.
OR
... I have done the quest and if I am the INVITER, the instanced area we dive into is randomized for area monsters, bosses, locations, numbers, rewards, placement, etc...
... the randomized area would need to provide some incentive for us to 'explore it' right? A 'Dungeon of Extreme Southern Shiverpeak Style Difficulty' in every area, location randomized (your party must locate it to enter) and hidden. Why would you go there? to receive 1, yes 1 ATTRIBUTE point for completion. "Players would end up with hundreds of points! That sucks!" Not really, remember - very hard - very very hard - die and out, no revive - randomized monsters (not same always) making it difficult to plan for - very long quest with no set path to follow - and you had to FIND it first, didn't you? - you might even have to carry a seed...to make a bridge...to get to the sword...that is the only weapon that kills the griffon...so you can get into the castle...where the prisoners are...who has a spy amongst them...alerting his minions to your presence...bringing a horde of undead to your location unlike any seen before...where having the high-ground will help, etc, etc, etc...
That's it. "Thats it?" Yes, that's it - Randomize the explorable areas for players that have already been through there and control the inviting, with a very hidden entrance to an uber-difficult dungeon area that has many a randomized monster very difficult to plan skills around while having to possibly complete a randomized quest where the completion is a reward of 1 attribute point.
Why Attribute points? I'm level 20 and I wish I had 5 more for my Elem-Marks-Beast Ranger with Purple, Green and Orange Druid's Armor (looks cooler than you might think).
I do think that randomness (which is a quality of some other online games) combined with the good story, combined with a bit of suprise, intrigue, and difficulty, will win the hearts of many.
A.Net, NC.Soft, whatever you wish to be called...we know it will take a while and would cost us money as an upgrade in the stores, but if you at all understand this suggestion (to the rant above), you would get to work on it because THAT will win you 'Game of the Century' honors AND flood your servers so you have to upgrade and cause many more 'err=7' problems (unless you rename the error) and raise heck with the PvP'ers (because many saw the coolness of the new PvE part of the game and said: I'M IN!).
I must agree and disagree on many points, but rather than go into them all (and there are many) in detail, creating the 'Post of all Posts', I will provide, what I think, may be some general ideas to improve PvE for all.
- take away the TRADE channel - implement an auction house. This would create a true value system and not some fake "c/o is 150k". Items sell for what people are truely willing to pay.
- leave the PvE storyline in place BUT, allow for randomness AND the storyline to co-exist. This takes some explaining:
... I have not done "Quest to Do Something", so I am the INVITER of a PUG - we do the instanced, monster-set storyline version of the quest.
OR
... I have done the quest and if I am the INVITER, the instanced area we dive into is randomized for area monsters, bosses, locations, numbers, rewards, placement, etc...
... the randomized area would need to provide some incentive for us to 'explore it' right? A 'Dungeon of Extreme Southern Shiverpeak Style Difficulty' in every area, location randomized (your party must locate it to enter) and hidden. Why would you go there? to receive 1, yes 1 ATTRIBUTE point for completion. "Players would end up with hundreds of points! That sucks!" Not really, remember - very hard - very very hard - die and out, no revive - randomized monsters (not same always) making it difficult to plan for - very long quest with no set path to follow - and you had to FIND it first, didn't you? - you might even have to carry a seed...to make a bridge...to get to the sword...that is the only weapon that kills the griffon...so you can get into the castle...where the prisoners are...who has a spy amongst them...alerting his minions to your presence...bringing a horde of undead to your location unlike any seen before...where having the high-ground will help, etc, etc, etc...
That's it. "Thats it?" Yes, that's it - Randomize the explorable areas for players that have already been through there and control the inviting, with a very hidden entrance to an uber-difficult dungeon area that has many a randomized monster very difficult to plan skills around while having to possibly complete a randomized quest where the completion is a reward of 1 attribute point.
Why Attribute points? I'm level 20 and I wish I had 5 more for my Elem-Marks-Beast Ranger with Purple, Green and Orange Druid's Armor (looks cooler than you might think).
I do think that randomness (which is a quality of some other online games) combined with the good story, combined with a bit of suprise, intrigue, and difficulty, will win the hearts of many.
A.Net, NC.Soft, whatever you wish to be called...we know it will take a while and would cost us money as an upgrade in the stores, but if you at all understand this suggestion (to the rant above), you would get to work on it because THAT will win you 'Game of the Century' honors AND flood your servers so you have to upgrade and cause many more 'err=7' problems (unless you rename the error) and raise heck with the PvP'ers (because many saw the coolness of the new PvE part of the game and said: I'M IN!).
Shadow_Avenger
Quote:
Originally Posted by kuji
if your teling me get out of my high hourse becuse im a pure pvp read again.
|
Personally I don't think there is much wrong with PvP, if a flavour of the month gets too powerful, it gets balanced, otherwise other players find a way to beat it.
The Top ranked guilds don't change a great deal as in any sport, the to 20 players don't change dramatically from year to year, such is the way of things.
The point I was making is that the Pure PvP'ers, more to the point the PvP'ers without patients who beleive they are the best of the best, who beleive that the game just isn't right unless a they can beat everyone all the time, or that noboby will every beat their awesome stratergies need to get of their high horses, because they are simple living in a dream world. There is no need for their often derogatory comments toward A.net and the general state of the game.
In virtually every PvE thread I have read here, there is atleast 1 PvP'er who merely flames, and degrades the otherwise positive input from the community by going off topic to whine about x skill which has very little to do with ideas behind the OP.
Linkie
One of the huge problems with GW PvE is that at some time Anet decided the way to make it 'challenging' was adding masses of monsters instead of making 1-3 monsters hard to fight. This does not add challenge, it merely adds the tediousness of having to aggro 1 mob at the time and having a repetative fight against hundreds of copies of the same mob.
Shadow_Avenger
Quote:
Originally Posted by Linkie
One of the huge problems with GW PvE is that at some time Anet decided the way to make it 'challenging' was adding masses of monsters instead of making 1-3 monsters hard to fight. This does not add challenge, it merely adds the tediousness of having to aggro 1 mob at the time and having a repetative fight against hundreds of copies of the same mob.
|
Some areas just have become a complete nightmare, all that happens in these areas is that players simple won't go there again unless they really have to, in retrospect this actually makes alot of A.nets hard work designing the game more and more pointless, because what is the point in having 200 instanced areas if people only actually play 50 as the rest are simply no fun.
Sleazy_D
Ya, it does kinda seem that they started to rush things out when you get later in the game. The Southern Shiverpeaks lack any sort of NPC quests embedded in the EAs, get to be maze-like, and frankly is just not a place anyone, except aparently the Stone Summit, would ever want to live since thier neighbors are deadly, and cranky, and seem to hang out in large gangs. Hell it'd be better if they threw up signs, and drank dwarven ales from 40s.
The Ring of Fire isn't much better.
The Ring of Fire isn't much better.
Sol Invictus
Tell me about it. The Ring of Fire bonus quest NPCs were broken until very recently.
Chev of Hardass
I was going to let this thread go without any comment, but alas.
Yes, the PvE is fun for one, maybe two characters, by the third character everything is just a crap grind. I said it. I only play so that I can play the Southern Shiverpeaks, UW, and Fissure. Frankly, those places are wearing thin on me due to the lack of IQ requirements this game has. So I grind my way to the "fun" part of the game. On the way I grind for skill points and skills.
It is funny I see PvEers complaining about the lack of creativity in the PvE world, and I hear PvPers complaining about having to play PvE to get anything good for PvP.
The one thing I will say that A.Net did right is the attempt at balancing. Except for a few skills that are out of wack (NATURES RENEWAL....), there is pretty good balance. 8 skill slots, 200 attribute points, level 20 max, and non-stacking runes. This next quote is just baddddddd.
I hate grind, but if you think that I would not grind my self enough attribute points to have 12 in each and every spot you are retarded. I could finally quit complaining about the refund system, I would just max out everything and whoop the ass of anyone not "keeping up."
So, don't jump on this bandwagon.
I don't know what to say about the way the skill purchasing system changed between beta and release. Elites were available at skill trainers in town, SoCs were for those that wanted them (not for people that wanted ANY elite skill) and were available from Ascalon on. I don't know what to say about the fact that I have played over 640 hours over the last three months and have piles of skills to unlock, things like Putrid Explosion, I just got Rend Enchantments last night. My necro needs skill points like madd.
Yes, the PvE is fun for one, maybe two characters, by the third character everything is just a crap grind. I said it. I only play so that I can play the Southern Shiverpeaks, UW, and Fissure. Frankly, those places are wearing thin on me due to the lack of IQ requirements this game has. So I grind my way to the "fun" part of the game. On the way I grind for skill points and skills.
It is funny I see PvEers complaining about the lack of creativity in the PvE world, and I hear PvPers complaining about having to play PvE to get anything good for PvP.
The one thing I will say that A.Net did right is the attempt at balancing. Except for a few skills that are out of wack (NATURES RENEWAL....), there is pretty good balance. 8 skill slots, 200 attribute points, level 20 max, and non-stacking runes. This next quote is just baddddddd.
Quote:
Originally Posted by tlr1293
... the randomized area would need to provide some incentive for us to 'explore it' right? A 'Dungeon of Extreme Southern Shiverpeak Style Difficulty' in every area, location randomized (your party must locate it to enter) and hidden. Why would you go there? to receive 1, yes 1 ATTRIBUTE point for completion. "Players would end up with hundreds of points! That sucks!" Not really, remember - very hard - very very hard - die and out, no revive - randomized monsters (not same always) making it difficult to plan for - very long quest with no set path to follow - and you had to FIND it first, didn't you? - you might even have to carry a seed...to make a bridge...to get to the sword...that is the only weapon that kills the griffon...so you can get into the castle...where the prisoners are...who has a spy amongst them...alerting his minions to your presence...bringing a horde of undead to your location unlike any seen before...where having the high-ground will help, etc, etc, etc...
|
I hate grind, but if you think that I would not grind my self enough attribute points to have 12 in each and every spot you are retarded. I could finally quit complaining about the refund system, I would just max out everything and whoop the ass of anyone not "keeping up."
So, don't jump on this bandwagon.
I don't know what to say about the way the skill purchasing system changed between beta and release. Elites were available at skill trainers in town, SoCs were for those that wanted them (not for people that wanted ANY elite skill) and were available from Ascalon on. I don't know what to say about the fact that I have played over 640 hours over the last three months and have piles of skills to unlock, things like Putrid Explosion, I just got Rend Enchantments last night. My necro needs skill points like madd.
Winds of Blood
Bah, I played through my first 2 Characters very fine, had "fun" (whens this mission going to end?! ) - But Now I unlocked all the skills for 4 professions, have 2 sets of 75k armor.
Now Im in HoH looking good in a clean set of armor =)
Atleast this game has -one- way to be unique, - thats the 75k armors
Now Im in HoH looking good in a clean set of armor =)
Atleast this game has -one- way to be unique, - thats the 75k armors
Vorlin
I'm glad I found this thread, because it's as awkward as my own sentiment when it comes to GWars. I've been gaming well over 15 years now, in almost all aspects (RPG, FPS, Action, Strategy, RTS, you name it) and I have a real good feel for the medium. This is an oddball game. It's the most incredibly addictive enjoyable well-balanced beautiful game I've ever played that is terribly inbalanced, completely incoherent, and utterly infuriating. I love it. I hate it. It's great and it totally sucks at the same time. I want to hug it, then pimp slap it.
To even try to go into the details gives my brain convulsions. I can't even begin to suggest fixes, because I can't even forumulate the problem coherently. I don't think it even -can- be fixed. I'm not even sure it -should- be fixed.
I think a lot of people feel exactly the same way I do, you can see/hear/feel the tension whenever this kind of topic comes up on one of the chat channels inside the game. It's like throwing a bucket of chum into a pool of piranhas, total chaos, it's fear and loathing in Los Vegas. The tension is incredible. You can feel it in the forums too.
It's like Vietnam, it's like the war in Iraq, it's like the Israeli-Palestinian conflict: utterly compelling, incredbily intense, awesome to experience, and chaotic to the point of idiocy.
This post makes no sense. My feelings about this game make no sense. My stomach hurts. And after I post this, I'm going to go play some more...
FOR GOD'S SAKE, HELP ME!!!!!!
(to understand the above post, keep in mind that I've done Dunes of Despair with a smile on my face, only to turn around and be faced with the nutcracking agony of both Thirsty River and Elona Reach)
To even try to go into the details gives my brain convulsions. I can't even begin to suggest fixes, because I can't even forumulate the problem coherently. I don't think it even -can- be fixed. I'm not even sure it -should- be fixed.
I think a lot of people feel exactly the same way I do, you can see/hear/feel the tension whenever this kind of topic comes up on one of the chat channels inside the game. It's like throwing a bucket of chum into a pool of piranhas, total chaos, it's fear and loathing in Los Vegas. The tension is incredible. You can feel it in the forums too.
It's like Vietnam, it's like the war in Iraq, it's like the Israeli-Palestinian conflict: utterly compelling, incredbily intense, awesome to experience, and chaotic to the point of idiocy.
This post makes no sense. My feelings about this game make no sense. My stomach hurts. And after I post this, I'm going to go play some more...
FOR GOD'S SAKE, HELP ME!!!!!!
(to understand the above post, keep in mind that I've done Dunes of Despair with a smile on my face, only to turn around and be faced with the nutcracking agony of both Thirsty River and Elona Reach)
tlr1293
I do like the above post because it is so utterly true.
The 'Attribute POints' reward was a mere suggestion, not a bandwagon. Provide any reward that makes sense, BUT the most important part of the post was the RANDOMNESS of things, and the HIDDEN things that must be SEARCHED for.
I love GW and can't get enough, but I have enough forsight to see that in the future of my playing the PvE, I will want to jump into an explorable area, with a PUG, and NOT know what to expect. And if I went back into that area right after completing, I would STILL not know what to expect.
The 'Attribute POints' reward was a mere suggestion, not a bandwagon. Provide any reward that makes sense, BUT the most important part of the post was the RANDOMNESS of things, and the HIDDEN things that must be SEARCHED for.
I love GW and can't get enough, but I have enough forsight to see that in the future of my playing the PvE, I will want to jump into an explorable area, with a PUG, and NOT know what to expect. And if I went back into that area right after completing, I would STILL not know what to expect.
SholvahTealc
Why does it seem 80% of the posts on forums are negative?
I will agree that random monster encounters in the EA would be a good addition. But, there is a LOT of programming to go behind the patrols and the routes they are on. It would seem silly for the Kryta area with all the Tengu to have, say, hyrdas in it. I don't think the Tengu would go for that. There's a reason there are no Ettins in there
But, I have to disagree with almost all of what has been said so far.
1) I liked the story. Someone earlier complained about a linear story. Huh? Every story is linear. It starts, it has some stuff happen in the middle, and then it ends. In this case only the first chapter is over. How many books do you get into one chapter and then just start complaining about the story. We don't even really know the story yet...
2) PvE Is a lot of fun. Most of the complaints I've seen about boredom come from people on their second, third or fourth characters. Umm, there are a LOT of games out there that I played through once, and NEVER touched again. I have 4 active characters in guild wars. Only one has finished the game. Yes, it certainly is not as fun as the first time through but my Mesmer is playing this game a lot different than my warrior.
3) Monster diversity. Someone mentioned that Tengu are just upgraded Charr. Huh? Flesh Golems are too. Hydra's are just upgraded Bandit elementalists. There are a limited number of skills that the monsters use (basically the same as our skill set) and as you go they use their skills more effectively. Still, a warrior monster will always be a warrior monster and a warrior in the ring of fire is still a warrior. I just don't even know what you can expect in this regard. The skins are different, the weapons are different, the skill sets are different, they attack in different types of groups, yet they're the same?
4) The southern shiverpeaks are great. People complain that the game is too easy then they complain about it being hard. If there were small groups of tough creatures you could just run through most of it without ever really fighting anything. So you can't just waltz through and cap that powerful elite skill? Cry me a river. I'll sit on the bank playing a sad song on my violin for you.
5) Why is ANYONE comparing this game to D2? Not remotely the same thing. I HATED the dungeon system in D2. Besides, this is the world of Guild Wars. They present it thus, as a world. The last time you drove into work, did you have to take a different route to get there? The attirbute refund system alone puts this game head and shoulders above D2 which allowed you to create completely flawed characters with no way of reversing them. Oops, sorry, you have to start over. Was that fun?
Here's my bottom line. Everyone is entitled to their opinion. Everyone is entitled to express said opinion. Here is mine.
ANet has done an amazing job on this game that is, what a little over 2 months old. 2 Months!!! Do you expect you 2 month old baby to walk and talk and tell you what they want for dinner? No. This game will mature. It will grow. They will get better at storytelling. They will continue to listen to people berating them about how to fix their game hoping to glean some worthwhile tidbits out of it.
In the end, you will either enjoy what they produce or you won't. But if you paid $50, and burned out playing so much over a 2 month period, then I think you got your money's worth and should be content and happy until they release new content and new chapters.
I will agree that random monster encounters in the EA would be a good addition. But, there is a LOT of programming to go behind the patrols and the routes they are on. It would seem silly for the Kryta area with all the Tengu to have, say, hyrdas in it. I don't think the Tengu would go for that. There's a reason there are no Ettins in there
But, I have to disagree with almost all of what has been said so far.
1) I liked the story. Someone earlier complained about a linear story. Huh? Every story is linear. It starts, it has some stuff happen in the middle, and then it ends. In this case only the first chapter is over. How many books do you get into one chapter and then just start complaining about the story. We don't even really know the story yet...
2) PvE Is a lot of fun. Most of the complaints I've seen about boredom come from people on their second, third or fourth characters. Umm, there are a LOT of games out there that I played through once, and NEVER touched again. I have 4 active characters in guild wars. Only one has finished the game. Yes, it certainly is not as fun as the first time through but my Mesmer is playing this game a lot different than my warrior.
3) Monster diversity. Someone mentioned that Tengu are just upgraded Charr. Huh? Flesh Golems are too. Hydra's are just upgraded Bandit elementalists. There are a limited number of skills that the monsters use (basically the same as our skill set) and as you go they use their skills more effectively. Still, a warrior monster will always be a warrior monster and a warrior in the ring of fire is still a warrior. I just don't even know what you can expect in this regard. The skins are different, the weapons are different, the skill sets are different, they attack in different types of groups, yet they're the same?
4) The southern shiverpeaks are great. People complain that the game is too easy then they complain about it being hard. If there were small groups of tough creatures you could just run through most of it without ever really fighting anything. So you can't just waltz through and cap that powerful elite skill? Cry me a river. I'll sit on the bank playing a sad song on my violin for you.
5) Why is ANYONE comparing this game to D2? Not remotely the same thing. I HATED the dungeon system in D2. Besides, this is the world of Guild Wars. They present it thus, as a world. The last time you drove into work, did you have to take a different route to get there? The attirbute refund system alone puts this game head and shoulders above D2 which allowed you to create completely flawed characters with no way of reversing them. Oops, sorry, you have to start over. Was that fun?
Here's my bottom line. Everyone is entitled to their opinion. Everyone is entitled to express said opinion. Here is mine.
ANet has done an amazing job on this game that is, what a little over 2 months old. 2 Months!!! Do you expect you 2 month old baby to walk and talk and tell you what they want for dinner? No. This game will mature. It will grow. They will get better at storytelling. They will continue to listen to people berating them about how to fix their game hoping to glean some worthwhile tidbits out of it.
In the end, you will either enjoy what they produce or you won't. But if you paid $50, and burned out playing so much over a 2 month period, then I think you got your money's worth and should be content and happy until they release new content and new chapters.
Kakumei
Quote:
Originally Posted by kuji
oki this post is very indeapth and yah oki got a few good points and so on BUT, as with a lot of these whiney posts witch is what this is.
You half to look at this from another view being arena net's view they didnt put a game out there for a pve'er, This games focused on pvp its not ment to be full on rpg look at me i can play for years doing nothing but pve its ment to be a game u can be good at fast and get in to quickly not spend mounths on playing the computer alown in a dark room . If u want that kinda game go play daoc, or everquest2, or summin else! , and im not having ago becuse i dont like pve becuse to me pve is the best part of a game im not to fussed about pvp but this games got enuff to be going on with if u look for it and to be honest if u can find a spec that can solo the hole game then to me thats when u have a right to complane this games to dull and boring and needs more put to it, till then find more ways to play fine better ways to play OR get a new game! Sorry but thats that. |
type in english please
wait
don't type at all
yeah that's better
Xonic
Last time I checked, GW is marketed to be a PvP game
SOT
Quote:
Originally Posted by Sol Invictus
I'll be blunt: PvE is boring. There is very little to do beyond trudging through the ultra-linear missions with its uninteresting storyline and repetitive gameplay. The wilderness areas hold even less value to me as a PvE player due to the respawns, the lack of 'loot', which is one of the primary reasons why games like World of Warcraft and Diablo 2 are so popular, and the fact that they are nothing more than static areas with predictable placements of relatively opponents that offer nothing in terms of loot as previously mentioned, or even experience points for that matter, as they're just there to serve as a gameplay hurdle/timesink between you and the next location (e.g. Temple of the Ages).
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I prefer the grunts and roars of mindless NPC monsters to people named "JesusOnAStick"
StandardAI
From what I've understood, The game is boring until you beat it the 100th time, After you beat it the 100th time the game becomes funner than beating it the first time. You all just need to hang in there, Just wait for the expansion, It will be like... another 30 missions to do and stuff! and there will be a lot of exciting spells to learn, and stuff like that. A lot of more quests and stuff, which I'm sure will work in the expansion (hopefully AN will fix the bugs in the expansion quests).
Sagius Truthbarron
Quote:
Originally Posted by StandardAI
From what I've understood, The game is boring until you beat it the 100th time, After you beat it the 100th time the game becomes funner than beating it the first time. You all just need to hang in there, Just wait for the expansion, It will be like... another 30 missions to do and stuff! and there will be a lot of exciting spells to learn, and stuff like that. A lot of more quests and stuff, which I'm sure will work in the expansion (hopefully AN will fix the bugs in the expansion quests).
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Zaklex
Quote:
Originally Posted by Shadow_Avenger
As I have just posted else where, there are 1000 guild listed on the rankings some have only PvP'd 10 times. Now say each guild has 20 members, thats 200,000 players out of 400,000+ subscriber base. This to me speaks clearly that the game is 50/50 PvP and PvE, not only in design, but in community.
SNIP |
trancejeremy
IMHO, the problem with PvE is just the game's basic design. That is, mission based versus free roam.
There is somel free roam stuff, but you mostly have to do the missions. And the missions are all very boring - basically you follow one path, run into a group of monsters every 10 feet, kill them, move a bit more, kill those monsters, repeat 30 times.
Because it's built into how the game works, I just don't think they can fix it.
There is somel free roam stuff, but you mostly have to do the missions. And the missions are all very boring - basically you follow one path, run into a group of monsters every 10 feet, kill them, move a bit more, kill those monsters, repeat 30 times.
Because it's built into how the game works, I just don't think they can fix it.
Kakumei
Quote:
Originally Posted by trancejeremy
IMHO, the problem with PvE is just the game's basic design. That is, mission based versus free roam.
There is somel free roam stuff, but you mostly have to do the missions. And the missions are all very boring - basically you follow one path, run into a group of monsters every 10 feet, kill them, move a bit more, kill those monsters, repeat 30 times. Because it's built into how the game works, I just don't think they can fix it. |
you assume that just because the game works like that it's broken
but some people like and enjoy it the way it is
"the game is broken" is an opinion and not one that i share
so learn not to speak in absolutes when you're spouting opinions
Shadow_Avenger
Quote:
Originally Posted by Zaklex
Only the top 1000 guilds are displayed, there are actually over 8000 guilds in GW, and in the top 100 you have many smurf guilds. and in the lower brackets many guilds are just 1 person. So your numbers are a little off.
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Out of 8000 guilds to get into the top 1000 you only have to actually win 20 matchs, also suggests PvP is not as popular as PvE.
The numbers maybe incorrect but the point made is far from it.
Phades
Quote:
Originally Posted by Shadow_Avenger
Maybe the numbers are off, there may be 8000 guilds, but of the top 1000 some have PvP'd less than 20 times, perhaps my numbers where too optermistic in favor of a balanced PvP/PvE game, if there are over 8000 guilds this would suggest that the slider is more 25% PvP / 75% PvE.
Out of 8000 guilds to get into the top 1000 you only have to actually win 20 matchs, also suggests PvP is not as popular as PvE. The numbers maybe incorrect but the point made is far from it. |
The only thing that could be stated about the guild ladder based on those kinds of findings, is if the system is sucessful or not.