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Guild Wars 2 Launch Date announced: August 28th, 2012

TERA has better graphics on max settings, but I'm sure everyone agrees that Guild Wars 2 has a better artistic approach. Much more actually.

could you elaborate? i would like to understand more about graphics VS artistic approach. i understand the differences, but how does GW2 excel? i mean would you consider WoW having a superior artistic approach as well or the opposite?
 
TERA graphics are superior to GW2 graphics on a technical level. GW2 still looks amazing due to its art style, but the models are comparatively low poly, and textures are not as high rez. Still, it hasn't ruined my experience any, and in fact I'm still constantly impressed with how good things look.

But there should be a lot more significant reasons to choose between TERA and GW2 than graphics.

Not 100% sure, but i think in the BWE builds the High res textures and some graphics settings aren't activated but yeah, TERA is superior in a technical level, but imo GW2 have the better art style.
 
could you elaborate? i would like to understand more about graphics VS artistic approach. i understand the differences, but how does GW2 excel? i mean would you consider WoW having a superior artistic approach as well or the opposite?

Well, there is a free 7 day trial of Tera. There is also a beta weekend of GW2 coming up. All you have to do is pre-order it from amazon and get access. That way you can try both for yourself without buying it.

I really didnt give Tera much of a chance, but while i thought the combat system seemed interesting, I have absolutely no patience for the type of fetch and monster kill quests that it seemed to be doing. I find that crap just way too boring and itll ruin even the best of combat systems for me
 
I really didnt give Tera much of a chance, but while i thought the combat system seemed interesting, I have absolutely no patience for the type of fetch and monster kill quests that it seemed to be doing. I find that crap just way too boring and itll ruin even the best of combat systems for me

thats how i see GW2, excuse my ignorance. I know its a selling point of GW2, but from the game play video's i've seen they are more lax with the rules but the quests seem uninspired all the same. I don't want to ignite the same conversation that just happened a few posts ago concerning "grinding"
 
so apperantly this is coming to ps3 at some point? I was just reading about it on a german site talking about gamescom, If thats true then I might actually give this a shot I always wanted to check out the first one, but heard things about the way the games was set up that made me not as interested, this one sounds like it improved most of that stuff.
 
thats how i see GW2, excuse my ignorance. I know its a selling point of GW2, but from the game play video's i've seen they are more lax with the rules but the quests seem uninspired all the same. I don't want to ignite the same conversation that just happened a few posts ago concerning "grinding"

Eh, I think dynamic events are about as far away as you can get from fetch quests and still be called a quest
 
DX10 wasn't implemented so i'd wait before laying claim to which looks better even on a technical scale.

I know i'm jumping the gun by asking about graphics on a beta version of the game, but i actually am more interested in the potential than anything else. if the foundation isn't there, all the layers of textures and resolution would be pointless

/opinions
 
thats how i see GW2, excuse my ignorance. I know its a selling point of GW2, but from the game play video's i've seen they are more lax with the rules but the quests seem uninspired all the same. I don't want to ignite the same conversation that just happened a few posts ago concerning "grinding"

Well, isn't that GW2 changes the entire questing paradigm but at least makes it enjoyable and passable, TERA is the same old stuff with the problem of kill stealing that if you get to an crowded area to kill quest mobs you have to compete for them and you lose time walking in circles to find a free mob (fuck i really hate this shit in MMOs that i don't get tired of praising GW2 that eliminated this problem) but well, like you said, there are lot of discussion already about the subject and there are lot of opinions about it, every person dislike/like some stuff about the PvE, all subjective.

The best advice that i can give you about the graphics subject is to wait for the release of GW2 and see how the Graphics/Performance have been improved, because the performance weren't optimized yet and some graphics settings weren't enabled in the BWE, but the game is beautiful and the scale of the world is awesome. We can say that TERA is better technically but that doesn't mean that the graphic engine of GW2 is inferior by a lot. Both show and make a beautiful world.

so apperantly this is coming to ps3 at some point? I was just reading about it on a german site talking about gamescom, If thats true then I might actually give this a shot I always wanted to check out the first one, but heard things about the way the games was set up that made me not as interested, this one sounds like it improved most of that stuff.

Don't have link to source, but i think they were considering that possibility but it isn't high in their list of priorities in the close future.
 
Eh, I think dynamic events are about as far away as you can get from fetch quests and still be called a quest

again, excuse my ignorance if it sounds like what i'm saying is bullshit

whats the difference between killing 10 of X and going to a location and killing things until the event is over?

i apologize for trivializing something i don't understand. i really would like to understand, and would appreciate it if someone can make me understand
 
again, excuse my ignorance if it sounds like what i'm saying is bullshit

whats the difference between killing 10 of X and going to a location and killing things until the event is over?

i apologize for trivializing something i don't understand. i really would like to understand, and would appreciate it if someone can make me understand

No traveling back to town. :-)

The difference in GW2 is things are just happening around you. There is no "quest" giver per se, you're exploring the world and quests are happening as you explore.

I think you just have a very different definition of grinding from myself, and possibly everyone else in the world.

I won't say that there will never be a moment in GW2 that it feels grindy, because I have not seen what its like to get to level 80. But the things you are describing are not grind.

And Thanasis has the right idea. Playing through the full personal story in the beta, and exploring through the zones there was little to no grinding. I was never forced to replay a dynamic event, I could always travel and explore a different racial zone if needed, and unlike other MMO's the level progression is the same each level.
 
again, excuse my ignorance if it sounds like what i'm saying is bullshit

whats the difference between killing 10 of X and going to a location and killing things until the event is over?

i apologize for trivializing something i don't understand. i really would like to understand, and would appreciate it if someone can make me understand

From most if not all the events I did that were just essentially killing things, you can kill as many as you want, if you get bored just walk away.. once the event ends you will still gain XP no matter how far away you end up, I have no idea if all events are like this, but I did notice it happened a lot when I would walk away to find something else to do.

Not to mention most events do have other objectives you can participate in, so you can just do what ever you want, if your having fun stay till the end if not walk away and still get credit for what you did do.
 
Well, isn't that GW2 changes the entire questing paradigm but at least makes it enjoyable and passable, TERA is the same old stuff with the problem of kill stealing that if you get to an crowded area to kill quest mobs you have to compete for them and you lose time walking in circles to find a free mob (fuck i really hate this shit in MMOs that i don't get tired of praising GW2 that eliminated this problem) but well, like you said, there are lot of discussion already about the subject and there are lot of opinions about it, every person dislike/like some stuff about the PvE, all subjective.

so how will loot be protected? If Guy A is fighting Mob B, and Guy C shows up and finished off the mob, what happens to the loot? will loot only appear for Guy A? if so, then whats the point of Guy C to help Guy A besides the quest objective?
 
again, excuse my ignorance if it sounds like what i'm saying is bullshit

whats the difference between killing 10 of X and going to a location and killing things until the event is over?

i apologize for trivializing something i don't understand. i really would like to understand, and would appreciate it if someone can make me understand

That killing x things aren't the only things you can do to finish the quest, you can kill bandits, get fruits, drink beer,etc to complete the event, it varies depending of the event, if you do all of the requirements to complete the event at least it break the monotone tone of only killing stuff. That doing all the xtra stuff is really different, fun or w/e, that is subjective.


so how will loot be protected? If Guy A is fighting Mob B, and Guy C shows up and finished off the mob, what happens to the loot? will loot only appear for Guy A? if so, then whats the point of Guy C to help Guy A besides the quest objective?

The loot that you get from monsters is yours only, so each person get loot from mobs. Guy C helps finishing the Mob B and Guy A and C get loot, also both get the same xp. If you have played Diablo 3 is like that. Also the events scale so if there is more people in the area, the mobs have more HP and stuff like that.
 
From most if not all the events I did that were just essentially killing things, you can kill as many as you want, if you get bored just walk away.. once the event ends you will still gain XP no matter how far away you end up, I have no idea if all events are like this, but I did notice it happened a lot when I would walk away to find something else to do.

Not to mention most events do have other objectives you can participate in, so you can just do what ever you want, if your having fun stay till the end if not walk away and still get credit for what you did do.

yea this dynamic system is starting to blow my mind if what your saying is accurate.

so if i'm in an event, whats to stop me from just leeching off others who are actually killing? i mean is there a minimum for me to register as participating? why not just kill one mob and move on and let everyone else there do the heavy lifting? or is it percentage base? the most kills/highest damage players get the most reward?
 
thats how i see GW2, excuse my ignorance. I know its a selling point of GW2, but from the game play video's i've seen they are more lax with the rules but the quests seem uninspired all the same. I don't want to ignite the same conversation that just happened a few posts ago concerning "grinding"

Ignorance is perfectly allowed. I don't want there to be an impression that we are antagonistic toward people who aren't familiar with all the game mechanics, and I hope that's not the impression these previous posts have been. Questing in GW2 is different from the traditional model in a few ways.

There are two main types of quests in GW2. Renown Hearts are found in specific areas of the map, and you just go to the appropriate area and help out the NPC there. Most every Renown Heart has multiple ways to complete it, either by killing enemies, collecting items, or other objectives. You can start performing these objectives without ever talking to an NPC, though you might want to do so anyway to find out why they need your help. The point is, you won't have a situation where an NPC tells you to kill 10 wolves and you already killed 15 just making your way to the NPC but they didn't count. In any case, these are mainly there to have something to do when there is no Dynamic Event in the area.

Dynamic Events are randomly occurring quests that happen in the world. For instance, you happen to be near a town, and you see a notification that there is an event nearby, where Centaurs are overrunning a town. You do not have to accept anything, and if wait too long other players will complete the event without you, or the quest will fail and Centaurs will destroy the town. Based on the success or failure of the event, a followup event may occur where either the townspeople have to rebuild their destroyed town, or after pushing the centaurs out of town they follow them back to their base camp and take out their leader. The unique part about Dynamic Events is they just happen in the world without you having to accept a quest from an NPC, and you can join in at any point during the Event just by showing up, and you still get rewarded.

so how will loot be protected? If Guy A is fighting Mob B, and Guy C shows up and finished off the mob, what happens to the loot? will loot only appear for Guy A? if so, then whats the point of Guy C to help Guy A besides the quest objective?

You are rewarded for your participation in a fight. If a guy comes in and snipes your kill, you still get the full reward for the kill, and he gets a lesser reward for his 1 hit. As far as quest completion though, it still counts as a kill, so it is to your advantage to work together with people in the area to complete events and quests faster.

yea this dynamic system is starting to blow my mind if what your saying is accurate.

so if i'm in an event, whats to stop me from just leeching off others who are actually killing? i mean is there a minimum for me to register as participating? why not just kill one mob and move on and let everyone else there do the heavy lifting? or is it percentage base? the most kills/highest damage players get the most reward?

Your reward is based on participation. If you aren't doing any damage, you will have very little participation and your reward will be adjusted accordingly.
 
again, excuse my ignorance if it sounds like what i'm saying is bullshit

whats the difference between killing 10 of X and going to a location and killing things until the event is over?

i apologize for trivializing something i don't understand. i really would like to understand, and would appreciate it if someone can make me understand

Because there is a purpose behind it. It feels important, significant, and epic, and it somewhat is because how well you do that dynamic event will impact the world

Killing 10 of this or gathering 10 of that just seems pointless and lazy to me. I just dont see the point in doing it. I can see the point in stopping some bad dudes murdering some peasants or what have you

I guess this goes back to the grinding debate, because if you are the type of person that simply boils things down to their very essense, then yea, Tera and GW2's quests probably seem the same because it all boils down to killing monsters. I am not one of those people since I like the execution and impact of GW2s quests, even if the impact and significance are somewhat illusionary.
 
The big thing for me with dynamic events is that I'm actually happy to see other players. They aren't a deterrent to my progress, nor do they hamper my ability to get drops. Seriously, there's something hilariously wrong with traditional MMO design when it makes seeing other players in the same area as you an annoyance.

I like that ANet has dealt with that.
 
yea this dynamic system is starting to blow my mind if what your saying is accurate.

so if i'm in an event, whats to stop me from just leeching off others who are actually killing? i mean is there a minimum for me to register as participating? why not just kill one mob and move on and let everyone else there do the heavy lifting? or is it percentage base? the most kills/highest damage players get the most reward?

Found some videos:

Check this to see some talk about Graphics: http://www.youtube.com/watch?v=UbWn6740JOg

And Dynamic Events (Quests):
http://www.youtube.com/watch?v=6CyqGJHTjes
http://www.youtube.com/watch?v=IwmtVFoZAKA


The big thing for me with dynamic events is that I'm actually happy to see other players. They aren't a deterrent to my progress, nor do they hamper my ability to get drops. Seriously, there's something hilariously wrong with traditional MMO design when it makes seeing other players in the same area as you an annoyance.

I like that ANet has dealt with that.

Agree, I hope every new MMO introduce this.
 
If you consider GW2 to be grind then you have a very loose definition of grind. You aren't going to level by doing very little. You still have to do things in order to get experience, but I don't consider that grind. I get the feeling they were ready to make the game Skyrim-like in having things always adjust to your level, but to hide your level and basically keep levels and experience a minor, background function, but too many testers missed the sense of progression that levels offer so you have what exists in the game.

Grind for me is when you are doing repetitive and monotonous things purely for the purpose of leveling or increasing a reputation bar or getting a certain item. I am currently grinding for those last few points to hit 30/50 in HoM. The reason that is a grind is because it involves repeating some content with another character and because the content I am choosing to do is for the sole purpose of getting to those points faster and not because I particularly want to do that content.

GW2 doesn't feel that way at all. I wandered around, following the flow of people or going off on my own, doing what I pleased. I never felt under leveled or left behind. The tasks I completed were varied. My options were varied. You get XP from nearly everything you do.

I had a sequence during the last BWE where I decided to just practice my PVE combat by fighting Moa Birds without the UI on. I was doing this just to be better at movement and combat literacy. After this, I decided to go hop into the lake I was next to. I swam through the lake, fought krait and leveled up my underwater weapons. Off in the distance, I saw an opening in the lake and followed the water out into a new area. Here, I discovered a heart that turns you into a pig. I then found a Hylek village. I then found a Skill Point that had me battle a stink gun machine. I then found a little town on the lakeside, where a Quaggan begged for my help and that spawned a new DE when I agreed to help him. In this new lake, I found another heart involving something akin to pearl diving and crabbing, a bunch of veteran krait that swarmed me, and I took a ticket out of town. Somewhere nearby another DE spawned and I went deep diving again and found a cavern where an underwater Quaggan village existed. I defended the village, succeeded and was privy to a long post-event conversation amongst the villagers. One of them went off again and I followed out onto land and ran into a new DE where I was to find some human. I could never find him, so I returned to dry land and just went wandering around.

None of this felt like a grind.

What also keeps it from feeling grindy is the switching of weapons and skills, along with the difference between solo fighting, small group fighting, and large scale fights. Part of a grindy feel is repeating the same rotation of skills over and over to kill enemies. What skills you use to fight mobs depends on the mob and your surrounding allies. In large DEs with many other players, I switched to Staff for it was more supportive. I dropped a lot of combo fields and ressed people. In solo fights, I'd use a sword and try to quickly dispatch an enemy. When working in a two-player team, I would alter my approach to take advantage of the player with me or play more supportively if they were a little lower in level than me. Some of this isn't new to MMOs, but as much I feared it, there isn't a simple hit-button-on-cooldown strategy to combat. I use the Focus in WvW while never using it outside of WvW. The speed buff and cripple are more useful in WvW. The tools the focus gives me helps more players, rather than the pistol which just ups my personal 1v1 combat.

Even the way mobs spawn and behave makes it hard to grind or farm. There aren't pack of continuous roaming mobs. Mobs appear during DEs and they normally have their own purpose and you're in the way of their goal. This is different than a field of Harvester Robots that stand around watching the dirt grow. There are a few scant worms or Moas or bandits lingering, but not enough to grind or farm them.
 
The big thing for me with dynamic events is that I'm actually happy to see other players. They aren't a deterrent to my progress, nor do they hamper my ability to get drops. Seriously, there's something hilariously wrong with traditional MMO design when it makes seeing other players in the same area as you an annoyance.

I like that ANet has dealt with that.

I agree. The positive sense of community has me the most excited over other aspects of the game.
 

Crap, that one slipped right by me, I ordered that as fast as I could as soon as I heard about it from Destructoid! Loved the Skyrim soundtrack collection.

Edit: Nope, forget what I said, apparently I cant order as for some silly reason, their Paypal is asking me for a 9 digit social security number. I cant process the order without it and I am Swedish, we don't have a 9 digit social security number, ours is 10!
 
I don't understand why 80 levels exist if they aren't "important." You know? Why not cap the game at 30 (or any other arbitrary number)?

What is the "at 80" content? Are there raids or the equivalent? I don't want to only do PvP/WvW. It's not like it's something that would prevent me from getting the game (I'll probably level a few to cap and dabble in PvP), but I'm curious.

Also, another stupid question, but can you level through PvP? Say I'm level 32 and I want to take a night off from PvE--will I level up doing PvP stuff?

Also also, I see that the PvE content 'down levels' your character so you can play with lower level friends.

A) Does the higher level person still progress efficiently in their level while doing this? (So if I'm 40 and my friend is 55, will they still be able to progress if we are playing together?)

And B) How does the above scenario work with PvP? (I'm 40 and my 55 friend and I want to do PvP together and still level...can we?)

Originally they had no intentions of putting levels in at all, but they had to because many people would be confused without them. Then they increased the level cap because people bitched that there were only 20 levels in GW1. They have done nothing but bend over backwards to accommodate players with familiar mechanics (levels) and higher level caps (a sense of progression) even when it wasn't in their original design to do so.

Also, if you go into WvW you can level up all the same. You'll get loot drops for your level and equivalent XP. Also, yes if you two want to WvW together and you're level 1 and he's 80 it's perfectly fine to do so.

For A) I'll give you a real example. I played my Warrior in BWE2 with some friends who had just made new characters. I was level 23 and I spent that entire time with them in the lower level zones 95% of the weekend, by the end I was level 40. It isn't 100% efficient compared to on level, BUT not once have I ever thought I was leveling slowly. Also, once you hit level 30 the amount of time to go from 30-31 is the same as 79-80 which mind you is ~90 min on average depending on the player. Also, I was getting loot for my level too. Your power relative to the mobs scales to where you feel more powerful with additional Traits/Skills, BUT your health is scaled down to meet the content around you so while you can feel that you're more powerful, you aren't loloneshotting mobs and you can and will die if you play carelessly, even to level 3 mobs. So yeah I went from 23-40 in a weekend not even doing content that was for my level and I went from 40-44 doing WvW over 5 hours.

One more thing, do note that sPvP and WvW are entirely different things. sPvP is structured PvP where everyone is autoleveled to 80 and given all the best gear and weapons right out the gate for an entirely even playing field.

WvW is a server vs server vs server 2 week match up of sieging and fighting for territory where you use your PvE gear and can level your character in an entirely separate part of the game form the normal PvE world.

If you've becomed intrigued then please read my thread here:

http://www.mmo-champion.com/threads/1058358-Guild-Wars-2-Mass-info-for-the-uninitiated-READ-ME!
 
I agree. The positive sense of community has me the most excited over other aspects of the game.

The positive sense of community is so prevalent in this game. During the other BWE's you could stumble upon someone in the middle of a dynamic event, play through the event with them, and then continue playing together for the next hour or more. The drive to help others in the game was such a breath of fresh air for an MMO.
 
The positive sense of community is so prevalent in this game. During the other BWE's you could stumble upon someone in the middle of a dynamic event, play through the event with them, and then continue playing together for the next hour or more. The drive to help others in the game was such a breath of fresh air for an MMO.
I had a positive experience like this doing the jump puzzle at that wall in the Charr area. Found two other people attempting to figure it out, and we ended up partying up and helping each other through it.
 
What also keeps it from feeling grindy is the switching of weapons and skills, along with the difference between solo fighting, small group fighting, and large scale fights. Part of a grindy feel is repeating the same rotation of skills over and over to kill enemies. What skills you use to fight mobs depends on the mob and your surrounding allies. In large DEs with many other players, I switched to Staff for it was more supportive. I dropped a lot of combo fields and ressed people. In solo fights, I'd use a sword and try to quickly dispatch an enemy. When working in a two-player team, I would alter my approach to take advantage of the player with me or play more supportively if they were a little lower in level than me. Some of this isn't new to MMOs, but as much I feared it, there isn't a simple hit-button-on-cooldown strategy to combat. I use the Focus in WvW while never using it outside of WvW. The speed buff and cripple are more useful in WvW. The tools the focus gives me helps more players, rather than the pistol which just ups my personal 1v1 combat.

This is a huge help also for keeping the game feeling fresh. You basically have to design multiple builds depending on what you're doing and with whom - what weapon to use and when, what utility skills to use and when, etc. Which is far more dynamic than having sixty skills that, by and large, are optimized around maybe seven or eight and that's it.

EDIT: Also, the death of the trinity. Holy shit. Its death is so important. I don't think people understand. Whether GW2, in time, puts the final nail in its coffin or not - it's hard to tell right now but it seems to be doing that... someone needs to do it.
 
EDIT: Also, the death of the trinity. Holy shit. Its death is so important. I don't think people understand. Whether GW2, in time, puts the final nail in its coffin or not - it's hard to tell right now but it seems to be doing that... someone needs to do it.

Why? Doesn't need to be in every game, but doesn't need to die either. Creates gameplay facets that you won't get in games without it, so they can coexist (This is akin to saying 3d platformers should KILL 2d platformers. They're seperate design space). I think roles are important, GW still has roles it just has different ones.
 
So apparently there was some youtube videos of Asura gameplay from the internal beta but now the videos are private. Seems like there was a clock added to the UI and the game now asks you if you want to learn how to play or not. Not sure what else was new, I didn't see them myself.
 
Not adding any fuel to the "grind" fire, but wow at what some people consider grinding.

Up to 11 points in HoM thanks to fellow gaffers!! Will be at 14 very soon. Great group of people here. Will make for great things w the GW2 guild.
 
Why? Doesn't need to be in every game, but doesn't need to die either. Creates gameplay facets that you won't get in games without it, so they can coexist (This is akin to saying 3d platformers should KILL 2d platformers. They're seperate design space). I think roles are important, GW still has roles it just has different ones.

I agree that predefined roles for classes does not need to go away. The idea of classes having defined roles in combat, including a healer class, and a heavily armored class designed to soak up damage, existed long before MMOs, and doesn't need to die.

However, its implementation in MMOs has always been problematic, and I don't think I need to go into details about why. There needs to be a serious overhaul to the traditional role system before I consider it viable again, because 2-4 classes being absolutely vital to a party, while the remaining classes are considered laregely interchangable is bad for MMO communities. In order to have a balanced class system, the healer classes cannot be any more vital to a party than the individual DPS classes, and parties need to be viable without a healer or without a tank (not necessarily with neither), even if it means a completely different style of play. Every single class needs to be equally in demand (obviously in an MMO community this would never happen due to flavor of the month, but within reason).
 
After doing a little more digging I'm still reluctantly hyped. All I need is a decent deal and I'll take the plunge.

The WvW actually seems like something I could get into. It seems like it would be less stressful for a MMO noob like myself.
 
I agree that predefined roles for classes does not need to go away. The idea of classes having defined roles in combat, including a healer class, and a heavily armored class designed to soak up damage, existed long before MMOs, and doesn't need to die.

However, its implementation in MMOs has always been problematic, and I don't think I need to go into details about why. There needs to be a serious overhaul to the traditional role system before I consider it viable again, because 2-4 classes being absolutely vital to a party, while the remaining classes are considered laregely interchangable is bad for MMO communities. In order to have a balanced class system, the healer classes cannot be any more vital to a party than the individual DPS classes, and parties need to be viable without a healer or without a tank (not necessarily with neither), even if it means a completely different style of play. Every single class needs to be equally in demand (obviously in an MMO community this would never happen due to flavor of the month, but within reason).

You covered part of my issue with the trinity, though you're far more forgiving than I am of it. The worst thing about the trinity isn't how it constitutes a high degree of demand for specific classes, as frankly that's a given under the trinity concept. No, the worst part is when others basically dictate to you how your class should be played. When optimal skill chains take the place of one's enjoyment, you become nothing more than a cog in a machine. For those who enjoy the optimal build for this or that class, that's fine; for those who don't? It's fucking tiresome and rips apart any joy to be had playing the damn game.

I loved being a Shadow Priest. It was enjoyable. Could you play one later? Not if you expected to actually do anything with other folks. And there are examples of that across the board for every single class - a particular build that optimizes efficiency.

Honestly, for all the shit EVE gets for being a playable spreadsheet, it offers far more freedom than most MMOs do.

Which is why I wish UO had fucking trounced EQ. I deeply prefer the skill based systems over the classes, but I'm realistic enough to know that's never happening.
 
You covered part of my issue with the trinity, though you're far more forgiving than I am of it. The worst thing about the trinity isn't how it constitutes a high degree of demand for specific classes, as frankly that's a given under the trinity concept. No, the worst part is when others basically dictate to you how your class should be played. When optimal skill chains take the place of one's enjoyment, you become nothing more than a cog in a machine. For those who enjoy the optimal build for this or that class, that's fine; for those who don't? It's fucking tiresome and rips apart any joy to be had playing the damn game.

I get that. But some people like playing a very narrow role determined by their class, and aren't too concerned with freedom. Ideally it would also be fun to play. But yeah, it's definitely not a system for you. While there are some things I enjoyed about the trinity system I don't think I could go back either. But it should continue to exist for some people. They just need to make it not broken.
 
Asura and Sylvari will be playable in the BWE AAAAAAH OMG SO MANY NEW POSSIBILITIES OVERWHELMING GAHHHHHHH

edit: let me just

Asura and Sylvari will be playable in the BWE

FOR REALSIES
 
Killing the Trinity system is always something that sounded better to me in concept, then in actual implementation. I understand the detractors, and why people wish for it to be gone, but there is a reason it's been used in so many games.

I mean look at one side effect it's having in GW2. Melee is non-existent in PvE. There's nobody capable of holding threat, and nobody capable of soaking damage, so anybody who chooses to deal damage from melee range gets destroyed. As a result, everybody uses a ranged weapon. Is that really a preferable result?

It has it's benifits for sure... mostly in small scale PvP, but it's not really the great feature I keep hearing that it's supposed to be.

There are disadvantages to the current Trintiy system, but I haven't heard yet of a way that improves upon it for compelling PvE group content.

I'm not too worried about it though, since I see GW2 as a mainly PvP game for me. I'll quest for sure, but I don't really know how dungeons are going to turn out.
 
Different gamer type. Perfectionist or Collector types will do as much as possible to start with so they can have an easier time for the rest of the game.

You are what The Kingdom of Loathing dev team calls a "dickstabber". A dickstabber is someone who will do a repetitive, shitty, unfun task if it is somehow more rewarding than playing the fun way.

No one is asking you to stab yourself in the dick, but if stabbing yourself in the dick gives you 40 points, and cooking dinner gives you 30 points, you will continue to stab yourself in the dick for those 10 extra points.

Basically, you're making the game unfun. It's not unfun by nature.
 
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