surely that belongs to wow? Stormwind still has half assed gaps between houses from copy and pasting.They should follow through and destroy all the towns, this game had the worst capital cities of any MMO I can think of.
If you are on SBI (or not) you can get an invite to the guild! We just need your name.#### (put in email quotes)
guild wars looks like a slay
im kinda interested
it is. Very pretty, and the devs update it every two weeks with new content and patches. (although they might be tapering off a bit soon, considering this event here is a cap on a major story line.)
guild wars looks like a slay
im kinda interested
it is. Very pretty, and the devs update it every two weeks with new content and patches. (although they might be tapering off a bit soon, considering this event here is a cap on a major story line.)
They've got to be getting close to releasing the first expansion soon.
It's really tough to say. They really are doing pretty fine with their current model:They've got to be getting close to releasing the first expansion soon.
Least I can say for sure is, there's definitely more free stuff coming before anything you need to shell out cash for.
Neat idea. I trust this is annoying the agoraphobic amongst the playerbase, right?![]()
They really are doing pretty fine with their current model:
It's really tough to say. They really are doing pretty fine with their current model:
Least I can say for sure is, there's definitely more free stuff coming before anything you need to shell out cash for.
A lot of people are clamoring for the big "gimme it all at once" you get with a paid expansion, but I love just watching the value I've gotten from the thing grow over timeWhich is fine by me. I have followed all of the Living Story updates and while some have been worse than others for the most part I enjoyed them. They keep me coming back to the game.
Downloading the patch. Hope this isn't just another zerg event, because it sounds like one.
I soloed one of the dolyak-out-of-hell escorts on my last attempt, good shtuffyou'd be surprised how much good a small team of focused players can accomplish
I imagine this is what epic WoW raids are like but without having to put in the work to organize and coordinate one. Instead this just works automatically and organically like a huge epic dynamic event. Truly awesome.
They should follow through and destroy all the towns, this game had the worst capital cities of any MMO I can think of.
Saw 'Scarlet', resumed giving no fucks
Start a new story, ugh
Shout-outs to Arwic.
Downloading the patch. Hope this isn't just another zerg event, because it sounds like one.
I'd likely still be playing this game if they added new PVE zones. I saw that new WvW map and that looked kinda cool but I dunno. Don't think that's enough for me to come back as the main thing I enjoyed from GW2, was the exploration.
I know the maps and waypoints do not allow for it, but mounts would have rocked.
I wish I could bring myself back to this game. Unfortunately it has bored me to tears. I really liked the GAF guild, too. I just stopped having fun with it![]()
I'd join in but my PC really can't handle the game anymore.
I guess with the bi-weekly updates a Cantha or Elona expansion is out of the question?
I don't know. Guild Wars 2 seems to encourage these large, uncoordinated group events with no mechanics beyond 'follow the something' and 'kill the champion health-sponge x'. At least Tequatl forced people to disperse for the same goal. LA right now (from what I can tell, since the miasma took over), is the same escort mission and massive wave-based combat they've been doing since the start. I know some people love to be swept on by this kind of MASS OF PEOPLE stuff, and heck, I loved the Ahn'qiraj opening event though my server crashed and it was running at 1 FPS, but I really wish an MMO would come around and... fix the combat. Get smarter, more interesting enemies. More meaningful dodging and fewer massive death circles. A different scaling system that doesn't just add more enemies and make everything more confusing. Speaking of circles (you all know I've complained about this before) - when are they going to make everything more visible and understandable? White circles and red circles. That's all they offer. White circle? Use your combo finisher. That's it. You don't think about what element is it and how it'll benefit your group or whether or not it's the best thing to use, because the game doesn't help you. It's a weird thing to say, because I hate busy screens, but the game needs more (and clearer) visual combat effects since the it revolves around lingering AOEs.It's not. There are multiple objectives to accomplish, often at the same time, on different parts of the map. But zerging is a mindset. If all you do is follow the herd, wait to get ressed when you get downed because you're mindlessly spamming 1, and pay zero attention to the whole map? Sure, it's a zerg.
But if you pay attention, play the game as it was designed, you'd be surprised how much good a small team of focused players can accomplish, in the grand scheme of things.
It will look like a zerg regardless, because you're talking about 200 or so players all running around shooting things.
That's good to hear, I'll have to give it another go. At the Mystic Forge, events were essentially looping (finish the children event, which brings you to the Dolyak event, which luckily ends just as the children event restarts and repeat). Seemed like people were getting 'stuck' in a zerg by the content itself.Actually, it seems like not spreading out and tackling multiple objectives at once is actually causing them to fail, meaning this content is distinctively anti-zerg. As Miktar mentioned, Zerging is not a purposeful design but a mindset players bring to the game; players naturally clump up into groups. At least the game scales accordingly to make that content just as difficult as if it were being done by a small group (or, as seems to be the case, too difficult and very inefficient).
I know I prefer a more intimate 4-player co-op game anyway.
I hear ya. That's why I really enjoy the dungeons in GW2. They're well designed, encourage teamwork and synergy, and there aren't 200 people throwing around effects. But with large, open world events like what's going on in Lion's Arch, it's not that bad either. I can tell which combo fields are which, since each has a very unique effect. Your screenshot may look confusing to someone who's not played the game, but a player can easily figure out what's going on in there. My natural reaction is to toss Elixir R on that pile of downed zerk-geared idiots
They've started experimenting with AoE indicators though - the Triple Trouble wurm event now has bright, orange markers indicating the wurm spit zones, and those markers show above everything on the ground, so they're impossible to miss. I'm hoping this means they're thinking of giving all the effects a bit of a visual clarity pass.
I noticed some clearer indicators for the Twisted Marionette too, and it's welcome. Funnily enough the one part of it where they DIDN'T do this was the Warden the group was most likely to fail against (the high bombs with zero indicators)
In interviews, they're constantly saying that their decision to not release expansions has no impact on if or when they implement 'expansion-level content'; new races, classes, zones, etc. are all "on the table." I would, however, expect them to dispense that content out an update at a time instead of all at once (see the aforementioned "orgy of content" comment). It makes the advance into new territory more memorable, in my opinion, letting players advance into a new region for story reasons, slowly eeking out new routes and scrambling for territory before opening up another section.
Southsun Cove was like that during the Invasion event. For all the flaws that early experiment into the Living Story had, you can at least say it was memorable as hell to land on the beach, lock down a landing zone, push into the interior, clear trees for a road and use them to build a bridge, establish a base camp and push into the Karka hive, all in real time. When that was over, it felt like something was seriously accomplished. If they had added half a dozen zones at once, everyone would have just rushed off for the next chunk of content to devour. The fact that it felt like a real community effort to push into a frontier made it memorable, and any Living Story approach to a new zone would likely feel the same (just spaced out over two weeks instead of one fucking insane afternoon).
Is now a good time to start Guild Wars 2? I was tempted to get it or not for a while now.
I might have to check this out. I haven't played since near launch because I didn't really like the game (and I even spent $150 for the CE!).
Get smarter, more interesting enemies. More meaningful dodging and fewer massive death circles.
Speaking of circles (you all know I've complained about this before) - when are they going to make everything more visible and understandable? White circles and red circles. That's all they offer.
Your screenshot may look confusing to someone who's not played the game, but a player can easily figure out what's going on in there.
I see.
It should be interesting to see where the game is a year from now then.
If one of those updates adds the Paragon class I might consider building a new PC just for that.![]()
Kinda outside the purview of this thread, but yes.
One dungeon has been fully revamped (Ascalon Catacombs), one dungeon has a new path. Two permanent world bosses have been added that require more coordination than anything previously seen; the revamped Tequatl encounter and the new Three-headed Wurm remains fairly undefeated (I think only 3 or 4 servers have beaten it at this point). Both feel more like open world raids.
The Living Story is basically used as an excuse to revamp or add content gradually, two weeks at a time.
Okay, with that answered, one more question: Are dungeons really required for the majority of content in this game as it stands? I honestly felt that they just did not work very well in the game itself but I enjoyed most everything else until life got in the way. I liked grouping but I think the lack of real aggro management and such hurt the play of dungeons.
So, are they even required for a player?
Okay, with that answered, one more question: Are dungeons really required for the majority of content in this game as it stands? I honestly felt that they just did not work very well in the game itself but I enjoyed most everything else until life got in the way. I liked grouping but I think the lack of real aggro management and such hurt the play of dungeons.
So, are they even required for a player?
Not sure if the pictures shown so far do it justice. They didn't just slap some fire textures on there and call it a day. Lion's Arch is fucked.
There are 5 other major cities to hide out in, not to mention the majority of the services provided by Lion's Arch now appear in refugee camps in three adjacent zones.
Not even slightly required, but then, very little in this game is required.
I mean, gear wise once you're in exotic-quality armor, you're more or less ready to take on anything. There's Ascended-quality, but that's intended as a long term goal and has such little statistical benefit that any casual observer won't be able to tell you're wearing it (actually, if you went with rare-quality gear, a step below exotics, I don't think anyone would notice that either).
Dungeons are a good, solid way to make money, and dungeon tokens can be used (in bulk) to buy Exotic armor, but you can also get exotic armor from drops, crafting, fractals (sort of like mini-dungeons served three at a time), capturing temples in Orr (purchased with Karma), Badges of Honor (WvW) or just bought straight from the Trading Post... and I bet I'm forgetting a method or two there... hmm... Anyways, the only thing you really HAVE to run dungeons for are the cosmetic appearances of their armor sets, if you want them.
That said, the dungeons that they've overhauled are really top notch, and they do away with the aggro / health sponge issues the old-style dungeons have by focusing on unique mechanics (I could tell you all about the new Ghost Eater fight, but you flat out wouldn't believe me).