Chapter 2, possible problems/disapointments

Hells Vengeance

Hells Vengeance

Academy Page

Join Date: Dec 2005

Eight Deadly Sins

W/Mo

Since I really haven't tried out Ch. 2 yet the only problem I will be having is space for one of the new proffessions. O.o

Phades

Phades

Desert Nomad

Join Date: Jun 2005

Quote:
Originally Posted by Shadow Sword Strike
i agree, wats the point in playing a game if you already know wats in it
Content is not the same thing as mechanics.

MrMoo

Ascalonian Squire

Join Date: Dec 2005

Death Jesters

Mo/Me

Just my 2 pence...

I have every faith that ANet will delevier an excellent addition with chapter 2, sure i've has similar thoughts and worries as alot of you have but this game impressed me when i started playing when it first came out, and i'm still here.

A note to an earlier mention to the farming thing; Yeah it sucks and professinal farming sparked alot of changes but i personally go out into SF to 'farm' for greens because i want Brohns rod for my monk, i don't want to pay some other flunkie 100k for it, i want to have the satisfaction of seeing it drop for me.
Also at the moment i've started 'farming' ettins solo with my necro, it isn't for rewards, it's to see if i can. (a side note to that; after going through kryta and aving the fire imps do what lava imps do now it's fun to kick their heads in... I'm burning! - plague touch - You're burning! Love it...)

Psyks

Ascalonian Squire

Join Date: Nov 2005

Xen Of Onslaught

W/E

arena net really have to push this expansion. It SHOULD contain stuff chapter 1 only people dont have. why? to encourage people to get it. Without it arenanet will start losing money, without money updates will slow, the team with shrink in size and the game will slowly become dead.

I am buying the expansion whatever they put in it because I want to suport arenanet BUT I would like something in return for my loyalty. simply adding pink weapons etc isnt enough. Assasin should be chapter 2 only for example and new armour too.

Klael

Klael

Academy Page

Join Date: Feb 2005

Singapore

I was a huge fan of GW and clocked in about 700 hours til now. I stopped a coupleof months ago. Not alot but not too little either.

I just want to say this. If chapter 2 is more of the same, then chapter 2 will be the last chapter that I buy. Currently there's absolutely nothing to do in GW. I logon, stared at the screen, thinking, and log out. PvE is shallow with nothing more to see. PvP takes way too long to prepare. One item isn't any more different than the next. There's no point in farming. What to do?

New professions with modified skills that ultimately have the same effect as the old is not going to make it any more interesting. New armour/weapons with the same stats as what I'm wearing now is not going to make it interesting either. This is all speculation of course. I'm waiting for them to knock my socks off one more time.

Mavrik

Mavrik

Forge Runner

Join Date: May 2005

Alaska

If getting to lv20 is refered to as "character progression" that what do you call all the time spent playing that character afterwards? I'm a casual player and I don't have hours to spend playing the difficult battles over and over and over and over with no developement in my lv20 character what so ever. Leveling up is a part of progression, spells get stronger, you get stronger, your weapons could cause more damage. You can withstand more damage against the harder foes. You can't drill a darn thing in my head if you try and tell me that is not character progression.

The cap needs to be raised if they are going to introduce more challanging opponents. As a casual gamer who doesn't have the time others do to waste on this game, tougher challanges from whats already available will be unbeatable.

Sir Skullcrasher

Sir Skullcrasher

Furnace Stoker

Join Date: Jun 2005

California

15 over 50 [Rare]

W/Mo

Remember the weapons or armors breakdown system in Diablo 1 and 2. That was fun, after long battle your gears begin to wear down and you need to spend golds to keep it in shape. I think Guild Wars need more RPG elements into in, more as in customiziable characters, the ability to upgrade weapons and actually see the upgrades on it. Day and night system to implemented into the game world. And you can get different monsters or bosses on certain setting whether it's day or night. Bigger world to explore with new dungeons or hidden areas to find. Also implement a system where the higher the level, the tougher and stronger you are.

And maybe for the first time in the series, smarter and tougher enemies. No more of this "let put bunch of level 28 enemies in huge group and no one can't move without aggroing them" craps. For once, give us enemies that is smart to fight and would actually required tactics or skills to take them down.

These are some of the changes that would help improve the world of Guild Wars. Also a friendly party system so that you can get a group for questing or missions or PVP battle without sitting there and waiting 30 minutes or hours for a group.

crimsonfilms

Wilds Pathfinder

Join Date: Jun 2005

Quote:
For once, give us enemies that is smart to fight and would actually required tactics or skills to take them down.
They do, but people starts calling it "skill nerfing"
ANet designed the enemies so that people getting by using double nuke needs to reconsider their tactics. Sh!t hits the fan because people refused to. Instead of double nuking try a water spike and fire nuke at the same time. Oh glorious results!!

Sir Skullcrasher

Sir Skullcrasher

Furnace Stoker

Join Date: Jun 2005

California

15 over 50 [Rare]

W/Mo

It's so easy to wipe out entire map full of enemies.. (except UW or FoW) but give us enemies that used different tactics or lure players into traps.

EagleEye33

EagleEye33

Krytan Explorer

Join Date: Nov 2005

In a House...duh

Untouchable Heroes

R/E

Quote:
Originally Posted by crimsonfilms
They do, but people starts calling it "skill nerfing"
ANet designed the enemies so that people getting by using double nuke needs to reconsider their tactics. Sh!t hits the fan because people refused to. Instead of double nuking try a water spike and fire nuke at the same time. Oh glorious results!!
yea sadly no one wants wants to use different tactics and learn new skills. If they did the god awful word "nerf" would not be in the GW dictionary. I hope theres a bunch of new and HARD enemies, that make u have to think, its no fun doing the same S*** over and over. When u think about it the more they so call "nerf" the more we start balancing out our groups

ShadowMagus

Academy Page

Join Date: Oct 2005

Just in case there are still idiots thinking they need a higher level for character progression, it is NOT neccesary. If you are having trouble on the later missions it is not because you arnt high enough level, its because you are still a newb (newb = someone that is not good at the game)

A good game for the N64 would be Super Mario 64 - it had NO character advancement, virtualy NO character power increase, and almost NOTHING to unlock. The game was based entirely around advancement in PLAYER SKILL. There was no way watsoever for a new player to be able to beat the last areas/worlds when they started simply because they where not good enough. Guild Wars is a great game because it focuses on player skill rather than character advancement.

I do not agree with many of the updates that ANET has given us, but the concept of the game remains the same, and the game remains good, so I still play it.

Chapter Two should continue with this, simply adding more options, character customization, explorable areas, and story line. New skills/atributes for new classes and existing classes should provide plenty of room for new combinations and stratagies, and PLAYER advancement. If it does anything else other than increasing the customization (despretly needed), then it will completly ruin the game, making it like everquest and world of warcraft, and the game will loose a great deal of players (mostly the good ones), including myself.

If you still feel like you need character advancement to compete, you are a newb and will always be one, and should quit GW immedeatly. If you disagree with me, go play everquest. If you consider me an idiot because I value skill over numbers, GO F**K YOURSELF

AxeMe

Lion's Arch Merchant

Join Date: Aug 2005

Atlanta

HEX

W/

Quote:
Originally Posted by ShadowMagus
If you still feel like you need character advancement to compete, you are a newb and will always be one, and should quit GW immedeatly. If you disagree with me, go play everquest. If you consider me an idiot because I value skill over numbers, GO F**K YOURSELF
Who needs character advancement when the game offers us the chance to meet people from all over the world and insult them.

Navaros

Forge Runner

Join Date: Apr 2005

Mo/Me

Quote:
Originally Posted by Loviatar
i gave you a link earlier to what Anet said.

just give me the link to the Anet site where they call GW an MMORPG

you said their site said it please show me where on the site it says what you said it does.
In regards to this point, the devs have always pretended GW was a MMORPG in a *wink wink nudge nudge* kind of way. Not directly say it, but by doing everything they can to lead people to have the impression that it is an MMORPG.

For example, in one of the more recent interviews that Gaile has done (ie: a few months ago or something IIRC) the interviewer asked her a loaded question that specifically stated Guild Wars was an MMORPG, and Gaile did not bother to correct that biased, inaccurate wording in her answer to the question. Hence, implicitly agreeing that Guild Wars was a MMORPG.

Dax

Wilds Pathfinder

Join Date: May 2005

Dear god are you guys still discussing this, don't we have a game to play or something?

Ellix Cantero

Lion's Arch Merchant

Join Date: Apr 2005

Seeing teams full of Wa/As running around in a confused manor screaming "I Will Avenge You!".

Sharpe_116

Frost Gate Guardian

Join Date: Oct 2005

The Adventurers Society

Mo/W

Well its all ready been established that lvl 20 will stay max. But what im worried about is...... If half a guild buys chapter 2, and the other doesent... how are they going to interact??? do the two games coincide, like i can warp back to chapter one any time?? or am i gunna be tottaly cut off from the players who did not buy chapter 2?. and if we do stay connected... how are we going to bring the chapter 2 items and armours AND THE NEW CLASS.. into the old chapter 1 areas... Im sure the towns will still remain, but will it be a different server?? e.g. the two games are playing on two different servers??. *SIGH* a-net is going to have plenty trouble..

Sharpe_116

Frost Gate Guardian

Join Date: Oct 2005

The Adventurers Society

Mo/W

Quote:
Originally Posted by Navaros
In regards to this point, the devs have always pretended GW was a MMORPG in a *wink wink nudge nudge* kind of way. Not directly say it, but by doing everything they can to lead people to have the impression that it is an MMORPG.

For example, in one of the more recent interviews that Gaile has done (ie: a few months ago or something IIRC) the interviewer asked her a loaded question that specifically stated Guild Wars was an MMORPG, and Gaile did not bother to correct that biased, inaccurate wording in her answer to the question. Hence, implicitly agreeing that Guild Wars was a MMORPG.
well gaile gray might not consider the game an mmorpg, but it falls under the characteristics.. and has been classified an mmorpg by numerous game sites, and game review tv shows. It might not or might be an mmorpg, but never the less, everyone thinks it is

Loviatar

Underworld Spelunker

Join Date: Feb 2005

Quote:
Originally Posted by Sharpe_116
how are they going to interact??? ..
here is the official word (the amount of interaction is still being worked out)

Quote:
However, if you choose not to purchase a chapter, you will still be able to play the chapters of Guild Wars that you own, and you will have common areas in which you will be able to play with and against your friends who have purchased the other chapter(s).
to me the with indicates some missions/explorable areas and the againgt will be arena(s)

Mordakai

Mordakai

Grotto Attendant

Join Date: Aug 2005

Kyhlo

W/

Quote:
Originally Posted by Sharpe_116
Well its all ready been established that lvl 20 will stay max. But what im worried about is...... If half a guild buys chapter 2, and the other doesent... how are they going to interact??? do the two games coincide, like i can warp back to chapter one any time?? or am i gunna be tottaly cut off from the players who did not buy chapter 2?. and if we do stay connected... how are we going to bring the chapter 2 items and armours AND THE NEW CLASS.. into the old chapter 1 areas... Im sure the towns will still remain, but will it be a different server?? e.g. the two games are playing on two different servers??. *SIGH* a-net is going to have plenty trouble..
There will be some way to get from the new content to the old content and vice-versa. (Probably through a quest that will open up the area).

I don't see any reason why someone with only Chapter 1 couldn't play with Chapter 2 players, they just won't be able to access the new areas or characters without purchasing Chapter 2.

Chapter 2 items will begin to be sold immediately, I don't think Anet would prevent Chapter 1 players from purchasing Chapter 2 items... (of course, armors will be only usuable by the owners, just as they are now, so selling armor is a moot point).

New armor crafters might make it over to the old areas, but possibly will only be available in the new content area.

Basically, I'm imagining a whole new Chapter 2, from level 1 to 20, in a whole different area, and people coming back over to Chapter 1 areas (if they want to), at higher levels. There will be a way for Chapter 1 players to get to the Chapter 2 content as well, without having to make new characters.

Of course, this is all conjecture. I think it'll be interesting to say the least!

Loviatar

Underworld Spelunker

Join Date: Feb 2005

Quote:
Originally Posted by Mordakai

Basically, I'm imagining a whole new Chapter 2, from level 1 to 20, in a whole different area, and people coming back over to Chapter 1 areas (if they want to), at higher levels. There will be a way for Chapter 1 players to get to the Chapter 2 content as well, without having to make new characters.

Of course, this is all conjecture. I think it'll be interesting to say the least!
here is the official word on the fresh 1-20 issue

Quote:
from GW

Guild Wars, in contrast, is based around your skill as a player. Our maximum level is twenty and you hit that very quickly, after about 20-30 hours of play. ,We call that 'The Point of Ascension'. Almost all of the content in the game and in the future Chapters is only available to Ascended characters, which means we don't have to worry about providing different levels of content. All the good stuff will be available to everyone. It's not our intent to force people onto the levelling up treadmill, so the level cap in Guild Wars is almost meaningless.

Mordakai

Mordakai

Grotto Attendant

Join Date: Aug 2005

Kyhlo

W/

Quote:
Originally Posted by Loviatar
here is the official word on the fresh 1-20 issue
Quote:
from GW

Guild Wars, in contrast, is based around your skill as a player. Our maximum level is twenty and you hit that very quickly, after about 20-30 hours of play. ,We call that 'The Point of Ascension'. Almost all of the content in the game and in the future Chapters is only available to Ascended characters, which means we don't have to worry about providing different levels of content. All the good stuff will be available to everyone. It's not our intent to force people onto the levelling up treadmill, so the level cap in Guild Wars is almost meaningless.
Hmm, I wonder what "almost all" means?

Perhaps there will be a "pre-searing" type area for the new professions, THEN they get sent to Ascalon?

The whole thing sounds kinda strange. I was looking forward to leveling up a new Character in a new area... if I have to level up an Assassin doing the usual missions one more time....

EDIT: BTW, Loviatar, thanks for being so nice about it. I noticed you posted the same quote in the beginning of this thread (different context)...

prime stinger

Lion's Arch Merchant

Join Date: Aug 2005

England

RoA

R/

i think the biggest change will be in the charecter creation depo, i think you shud be able to select the weight of your char, the more small he/she is the more nimble they are, but the more big and robust the harder they hit

crimsonfilms

Wilds Pathfinder

Join Date: Jun 2005

Quote:
the more small he/she is the more nimble they are, but the more big and robust the harder they hit
That will introduce balancing issues. For example, heal/prot monks don't need hit hard so they wil have an advantage to stack their attributes to the nimble side.

Caster's don't hit hard, their magic does and that is dictated by the current attributes (blood, illusion, domination, etc). So again, this will give casters an advantage.

Warriors and other melee based characters are affected by the dexterity attritbute more than anybody.


I would love to have the ability to create fat/ugly looking characters, but I was looking for a more asthetic reason and not actual pragmatic one.

Loviatar

Underworld Spelunker

Join Date: Feb 2005

Quote:
Originally Posted by Mordakai
Hmm, I wonder what "almost all" means?

Perhaps there will be a "pre-searing" type area for the new professions, THEN they get sent to Ascalon?

The whole thing sounds kinda strange. I was looking forward to leveling up a new Character in a new area... if I have to level up an Assassin doing the usual missions one more time....

EDIT: BTW, Loviatar, thanks for being so nice about it. I noticed you posted the same quote in the beginning of this thread (different context)...
there may be some way to run the new profession(s) up which would be nice.

possibly even running them through the original chapter 1 with Assassin / other new profession specific quests to get skills and ascend their new profession using different skills for a new experience

that would fit in with all future chapters having only ascended content so theycan spend the time on giving the most new content to everybody without as they said spreading it out over different level content.

as they have said many people go for the highest content and only glance at all the work that went into what they did.

by capping the level there is less of the rush past all this work to get to the next highest level content.

i want multi level quests available for everybody not just your own profession quests.

if it is a monk mission with 3 parts like at the start in old Ascalon let anybody do it not just monks

Example

guard the farmer (all classes can do that)

find Pallus ( same)

tell Paullus friend of death (same)

instead of giving exp and a monk skill give exp and 1/3 SKILL POINT so when you finish all 3 quests you get a skill point.

that would open up many more quests for variety and be very easy to do.

Mordakai

Mordakai

Grotto Attendant

Join Date: Aug 2005

Kyhlo

W/

Quote:
Originally Posted by Loviatar
instead of giving exp and a monk skill give exp and 1/3 SKILL POINT so when you finish all 3 quests you get a skill point.

that would open up many more quests for variety and be very easy to do.
Hmm, and then just add Assassin (or whatever) skills to be bought?

I was just thinking of this problem of acquiring new skills. In less they lower the Gold cost of skills, I can't see how adding more skill points will help. (My 20th lev. Me/E has like 30 skill points, but only 13k gold).

The goal is NOT to turn this game into a grind, correct?

Well, then the options are:

1) Start off new Professions at level 20. Not going to happen.

2) Add new skill quests to existing Chapter 1 for new Professions. Lame, IMO.

3) Being generous with the "almost all" exception, have new quests and content to get the new Profs up to level 20 (or at least level 16), then they go to desert to Ascend, then go to explore the "real" new content.

It all depends on how much new content they're adding: If Chapter 2 is going to be bigger than Chapter 1 (probable), you could still have a "pre-ascension" area that is a "small part" of the overall content.

I'm personally hoping for option 3.

Loviatar

Underworld Spelunker

Join Date: Feb 2005

Quote:
Originally Posted by Mordakai

It all depends on how much new content they're adding: If Chapter 2 is going to be bigger than Chapter 1 (probable), you could still have a "pre-ascension" area that is a "small part" of the overall content.

I'm personally hoping for option 3.
the only confirmed statement is at least the size of chapter 1.

also they will be dedicating the time (1 year?) to new content only instead of the game engine and creating everything new.

they have a huge library of content to work with now which will only get bigger as more chapters come out.

in the words of ALEX WEEKS *chapter 2 will knock your socks off*

allowing 50 % for puffery and a +1 for hype it still looks good

Ashleigh McMahon

Ashleigh McMahon

Site Contributor

Join Date: Apr 2005

North East England

WoTU[Warlords of the Underworld]

Mo/Me

Interesting theory.

Let's just wait and see. Anet are clever people

Ash.

Sir Skullcrasher

Sir Skullcrasher

Furnace Stoker

Join Date: Jun 2005

California

15 over 50 [Rare]

W/Mo

Ash long time no see!


As for what A-Net should do, i think if they implement the way i said it (check on post on this board) and add in different part from everyone's suggestion than Chapter 2 will truly be a great game to play. Either way, there so many variables and changes that need to be made in order to make chapter 2 sucessful. So lets just wait and see.

Hellza Poppin

Hellza Poppin

Ascalonian Squire

Join Date: Oct 2005

Wisconsin

N/W

Some opinions and experiences in response to ideas in this thread:

I fit into the category of 'players who got more than their money's worth out of chapter 1, and have moved on to other things until chapter 2'. I like that ArenaNet tries new design ideas and will keep coming back to see what they have up their sleeve. Beyond the end of the PvE campaign I barely 'ground' at all, preferring to try another character if I was going to repeat anything. Most of my hrs were spent on PvE but I'd probably PvP more if there more casual options and in game matching systems.

I like the fashion show and it's enjoyable to create characters in terms of both playstyle/skillsets AND appearance). This certainly the case with my gf, who has bought a SECOND account so she can have four more dolls to play with in Tyria (she agonizes over armor crafting fashion decisions). In WoW people look like clowns because they just wear whatever pieces have the best prescribed stats. Almost every caster in the mid levels is holding the SAME green crystal staff that drops in the monastery because its hands down the best at that point in the grind.

Exploring the 'world' of a game this pretty is a big draw for me, and once I've experienced all the missions I generally lose interest. Having some randomized/dynamic missions and more variety of maps and objectives in the CA would keep me around longer once I've seen it all. I played a character in WoW to 60 with 16 days logged, and it was fun but the raidgame and their lackluster PvP held no appeal after that. Their expansion is going to be extend the level cap to 70 - now with LONGER raids and MORE dragons (frankly, I would have been more entertained if Glint turned out to be a giant rat - dragons are about the most predictable uninspired lategame cliche ever). I played 2 chars into GW to the end, with ~450 hours logged. Now playing and experiencing other things. But I will be buying chapter 2, and I won't be buying WoW:X. Are there enough people like me to create a viable market for ArenaNet so that they can ignore what everyone else is doing? I believe so.

Sorry if this isn't as coherent as it could be, but I just wanted to vote with more than my dollars (at least until chapter 2 comes out).

Sir Skullcrasher

Sir Skullcrasher

Furnace Stoker

Join Date: Jun 2005

California

15 over 50 [Rare]

W/Mo

Day and Night system would improve Guild Wars dramatically ( i don't know why) and the implement of different enemies within this Day and Night system would make things interesting on how to acquire certain skills from different boss.

Also a customize weapon system where you can actually change the look and design for your current weapon would be nice.

Phades

Phades

Desert Nomad

Join Date: Jun 2005

Quote:
Originally Posted by sir skulkcrasher
Day and Night system would improve Guild Wars dramatically ( i don't know why) and the implement of different enemies within this Day and Night system would make things interesting on how to acquire certain skills from different boss.

Also a customize weapon system where you can actually change the look and design for your current weapon would be nice.
That is an immersion factor issue more common to persisting worlds. If they did it and had it setup similar to the triggers with the titan quests in the old areas, then it would be interesting for a bit more than the stock game is. Although making it so that it is more dangerous to travel at night or day, depending on the area, would be a bad move. It would just cause people to wait, instead of just go out and play. It would definatly add some frustration to newer players/characters as well. Having different monsters/encounters is cool and all, but i do have a question regarding the overal purpose of it other than to do it just because they can. I have difficulty seeing how the monsters would really function differently, opposed to just having a new skin. Sure they could be in different spots and quantities, but that doesn't change that much in the game. Yeah, they could have different skill setups as well, but the sorrows furnace dwarves werent that different than what was already experienced. I did appriciate the ones that took the time to raise the fallen though.

Quote:
Originally Posted by Loviatar
to me the with indicates some missions/explorable areas and the againgt will be arena(s)
A safer bet would be the pvp areas being common to all and the place for interaction between characters in different chapters.

jibikao

jibikao

Krytan Explorer

Join Date: Jun 2005

R/

The only disappointment I can see is how the new class(es) fit in. Assassin sounds great but the existing classes already cover A LOT of stuff. I am not sure how they can make Assassin and maybe another Class more unique... unique enough that you want to be the primary and doesn't feel like the class is just a rid off of another one.

Loviatar

Underworld Spelunker

Join Date: Feb 2005

Quote:
Originally Posted by jibikao
I am not sure how they can make Assassin and maybe another Class more unique... unique enough that you want to be the primary and doesn't feel like the class is just a rid off of another one.
that will be easy.

make her/him the hottest babe / hunk and go from there