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Originally Posted by john little
Grinding is a fault with players, not the game.
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Bull, grind is every bit the fault with the game. If a game can be played "wrong" or has things that must be endured, then it is an issue with game design. Guild Wars' problem is due to how the content in it buried and the skill point system set up. It is completely Anet's fault for the snowball effect of everyone thinking that they need to run through the game. It started with PvPers repeating the game to get the most out of the meger amount of Skill points we are given and it now has caught on like wildfire. Running became an industry and an artform thanks to the skill distribution and repeative gameplay.
You have to go to the same outposts, do the same missions, and grind the same monsters to obtain skills. You should not be strategic or frugal with your skill points or character slots. That is why the current rate of skill points and PvP unlocks is a design flaw.
I have played through the game 4 times and made the most out of every single last skill quest. I have an age of 560 Hours. I still have 56 skills to go. I am for the most part finished, since most of the remaining 56 skills are garbarge or stuff that doesn't interest me.
My personal experiences isn't what bothers me, they are more or less just statistics to me since I actually kinda dig playing abnormally.

. My concern is that at the rate Guild Wars is going, much like most ambitious hybrid games, that it will only appeal to a niche market.
Quote:
Originally Posted by john little
It similar with skills, if you play a 'normal' amount you will get most of the skills, and all the ones you *need*. To be honest I was suprised they left in premade lvl20 characters in the release version, I had expected them to be a beta only thing to sort out skill balance.
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Until you figure out the medicore amount of skills you got for two professions become boring and that it's rather stale to play with (not to mention play against) the same old Profession combinations or unsatisfying to only have small selection of incomplete builds.
The fact remains, that you will have to play abnormally just to have a decent seletion of skills. The game shouldn't punish people who want to experiment with different skills and Profession combinations especially since the nature of the game makes it important to be flexible and have first hand experience with the different Professions and Skills.
You can't appoach Guild Wars as an MMORPG in this. When it comes to the larger scale PvP, you can't think of it as a one person thing since the game is based more on team building, flexibility is required to get the most of the game. People are going inactive because their Guilds are going inactive.
The current unlock system is detrimental to people who want to enjoy a broad selection of skills. There is absolutely no reason for it to be that way, it does nothing positive for the game.
It's not going to provide the endless grind the MMO/Hack n' Slash junkies want and any depth in PvP will be totally wasted on someone who isn't willing to play far more than they honestly should to get to it.
Quote:
Originally Posted by john little
FPS players can accept them as long term rewards, why can't MMO players? It's all just bits and bytes.
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Guild Wars isn't an MMO, nor did most of us want it to be a FPS. What most people who complain are sore about is that Guild Wars certainly isn't like how it was in the beta, explained on the interviews, or advertised on the box.