Shining Sunshine
Banned
Is there any good sales going on for the game outside GMG?
Don't think there will be many sales 2 months before the game comes out. Even GMG wasn't that great of a "sale".
Is there any good sales going on for the game outside GMG?
Sweet! Been looking forward to this game for a while now. Doesn´t really have to be all that great for me to be satisfied.
Free To play MMO:s mostly feel like to much have been cut out. And I don´t want to pay a monthly fee since that makes me feel liek I have to play, or have to take the whole month off. So just buy the game and play forever works perfectly.
If the game itself is awesome then that is just icing on the cake.
Between the way the world is laid out to encourage exploration, the distinction between classes, the personal stories via race, and WvW, I find it hard to believe even the most jaded of online gamers wouldn't find enough to stay interested for more than a month, even without touching serious PvP.
After having played the last two Beta Weekend Events, I'm apparently pretty alone in not being particularly excited about this game anymore. I participated in the very first closed beta, and had decent fun then, but gradually lost interest playing the following two betas or so. Something about the skills being weapon-bound, the constant level adjustment to lower levels, and the quest system (though some of the dynamic quests are fun) rub me the wrong way. .
They put there money where their mouths were on this point even in GW1. The first time I realized I could map travel back to town from anywhere in the world it blew my mind... they didn't want to keep me walking around the game world for hours??ArenaNet said:In other words, designers of traditional MMOs create content systems that take more time to keep people playing longer. If this is your business motivation and model so you keep getting paid, it makes sense and is an incredibly smart thing to do, and you need to support it.
Yeah, it really seems like I'm the problem here. Don't get me wrong, I definitely plan on playing some more when it's out, it's just, the first impression after these beta events weren't what I thought they would be. For me, anyway. Oh well, guess I can always try some more next beta weekend.That's funny since that's the exact reasons why people like this game.
Yeah, it really seems like I'm the problem here. Don't get me wrong, I definitely plan on playing some more when it's out, it's just, the first impression after these beta events weren't what I thought they would be. For me, anyway. Oh well, guess I can always try some more next beta weekend.
That's funny since that's the exact reasons why people like this game.
Errr... me and because it makes almost every weapon skill awesome, and allows you to have more skills equipped at a time than in GW1 due to weapon switching.People like the skills being weapon-bound, seriously? Who, and why?
People like the skills being weapon-bound, seriously? Who, and why?
Want a game where you actually have to make choices and design builds?Raises the skill cap and causes diversity. Weapon switching causes for some neat mechanics. Ran outta cooldowns on your weapons? SWAP. Need some ranged? SWAP! Need healing/buffing instead of dps? SWAP.
More skills available at once, but there are two major costs to that. First, you have extremely, extremely limited choice. Choice is almost gone in this game; you just choose which preset batch of skills you want to use, with no options or real player skill required (except for those four skills on the right, those you do actually have to choose... but the number of choices is quite limited.). The second problem is that having to deal with a limited number of skills is basically the whole core point of the Guild Wars combat system. It's a collectible card game inspired design, and how much fun would one of those be if you could take the whole set with you to play with? They're stripping out a lot of what made the first game so great by simplifying the skill system so much.Errr... me and because it makes almost every weapon skill awesome, and allows you to have more skills equipped at a time than in GW1 due to weapon switching.
People like the skills being weapon-bound, seriously? Who, and why?
Of all the things I dislike about GW2, the new skill system is perhaps the very worst. By tearing apart the strategic basis of Guild Wars' skill system, and removing most of the complexity and depth in favor of simplicity, they make the game a whole lot less fun to play. There's little fun in simply choosing a preset skillset. The whole point should be to actually have to think and make it yourself. Dumbed down is not better!I do and everyone else who likes the game. We get it, you don't like it because it's not GW1 and that's fine. There's no point to come into a GW2 thread and ask people why they like the mechanics of the game, you're not going to convince anyone who likes it to stop liking it. The game will not change from a fundamental design standpoint.
Of all the things I dislike about GW2, the new skill system is perhaps the very worst. By tearing apart the strategic basis of Guild Wars' skill system, and removing most of the complexity and depth in favor of simplicity, they make the game a whole lot less fun to play. There's little fun in simply choosing a preset skillset. The whole point should be to actually have to think and make it yourself. Dumbed down is not better!
Anyway, while I imagine weapon switching isn't going away, being able to actually customize your own skillbars certainly isn't something that would ruin the fundamental design of the game. More like it'd make it better.
Of all the things I dislike about GW2, the new skill system is perhaps the very worst. By tearing apart the strategic basis of Guild Wars' skill system, and removing most of the complexity and depth in favor of simplicity, they make the game a whole lot less fun to play. There's little fun in simply choosing a preset skillset. The whole point should be to actually have to think and make it yourself. Dumbed down is not better!
Anyway, while I imagine weapon switching isn't going away, being able to actually customize your own skillbars certainly isn't something that would ruin the fundamental design of the game. More like it'd make it better.
during a WvWvW battle yields me to want to cause as much damage as possible. Which just isn't possible for a Warrior with a rifle against 20+ opponents...AoE will always come out on top in that scenario.
Sweet! Been looking forward to this game for a while now. Doesn´t really have to be all that great for me to be satisfied.
Free To play MMO:s mostly feel like to much have been cut out. And I don´t want to pay a monthly fee since that makes me feel liek I have to play, or have to take the whole month off. So just buy the game and play forever works perfectly.
If the game itself is awesome then that is just icing on the cake.
Damn you guys for bringing me back into the MMO blackhole.
1. When you're killing people in the heat of battle, you don't have time to loot the damn bags. So I think they should just autoloot anything that would be in the bag as long as you have inventory space and if your bags are full THEN drop the bag with loot. I know they did say they're looking into this and I hope they do something like my suggestion as it seems to be the most logical way to fix the issue.
2. When a structure is being upgraded, people will just run in and take supply making it so upgrades stall out or move at a snails pace. So I'd suggest making it so no supply can be taken while something is being built. Another similar solution is to make it so that say an upgrade takes 50 supply to finish, lock that 50 into a separate pool that can't be taken from by players and take it as soon as it is put into the pool via supply caravan.
People like the skills being weapon-bound, seriously? Who, and why?
Haha, no. As if! Go back to the original Guild Wars.
There's little fun in simply choosing a preset skillset. The whole point should be to actually have to think and make it yourself. Dumbed down is not better!
People like the skills being weapon-bound, seriously? Who, and why?
I love it. Adds dimension to leveling in the beginning. It doesn't take very long at all. During the stress test this week, I started a thief from scratch. From level 1 - 7, I learned all skills for:
- dagger/dagger
- dagger/pistol
- pistol/dagger
- pistol/pistol
- sword/pistol
- sword/dagger
- shortbow
Had a blast doing it and learned a ton about all of the skills. The only thing I didn't like, was it seemed like the last skill learned didn't live up to expectations with some weapons. IE, last shortbow skill, Infiltrator's Arrow. BUT, I didn't get much time to experiment with swapping weapons at level 7.
People like the skills being weapon-bound, seriously? Who, and why?
There's little fun in simply choosing a preset skillset. The whole point should be to actually have to think and make it yourself.
And thief actually feels like it could use one more weapon set (I read the "Sword/Sword" suggestion a lot).
Infiltrator's arrow, as near as I can tell, is your way to jump into combat quickly with an advantage (blinding foes). Oddly enough, according to the wiki, it has a shorter range than other methods of shadowstep. Seems like it should have the longest, but... that's what they're working on now, I guess.
Oh my god. I've been at work all day yesterday and I missed this!
I love it. Adds dimension to leveling in the beginning. It doesn't take very long at all. During the stress test this week, I started a thief from scratch. From level 1 - 7, I learned all skills for:
- dagger/dagger
- dagger/pistol
- pistol/dagger
- pistol/pistol
- sword/pistol
- sword/dagger
- shortbow
Had a blast doing it and learned a ton about all of the skills.
Of all the things I dislike about GW2, the new skill system is perhaps the very worst. By tearing apart the strategic basis of Guild Wars' skill system, and removing most of the complexity and depth in favor of simplicity, they make the game a whole lot less fun to play. There's little fun in simply choosing a preset skillset. The whole point should be to actually have to think and make it yourself. Dumbed down is not better!
Anyway, while I imagine weapon switching isn't going away, being able to actually customize your own skillbars certainly isn't something that would ruin the fundamental design of the game. More like it'd make it better.
It's about time! Was beginning to worry about you, Arken!
Welcome to the fishbowl!
But you're assuming they won't add skills for each weapon later...
If you noticed, all they're really doing is categorizing skills. One of the people, or the person responsible for balancing, stated that they need to do so in order to have a better handle on balancing. Instead of being plopped on the floor for you to organize, your skills are now placed in "buckets".
I love it as well. Every class I played was an awesome surprise and tons of fun with the variety, until I tried an engineer. Then you get a pistol, pistol/shield or a rifle. That's it. That class really needs a lot of work before release. IMO it's really the only class that doesn't really feel all of that fun. Even the utility skills blow (especially the grenade and mines). It's the only class that feels half baked. Hopefully it see's some love because I really really wanted to play it.
Unfortunately right now you'd be better off playing a warrior with a gun.
I see them adding more weapons before they add more skills to existing weapons. Personally, I hope they dont add skills to weapons because I think it will just make for a better experience considering balancing and what not
Nitpicking here, I guess, but GW2 (and GW1 for that matter) doesn't really fit the "Free to play" model. There's an initial purchase price, and the cash shop has only cosmetic / fun / quality of life items, nothing that can give one player an advantage over another.
Of all the things I dislike about GW2, the new skill system is perhaps the very worst. By tearing apart the strategic basis of Guild Wars' skill system, and removing most of the complexity and depth in favor of simplicity, they make the game a whole lot less fun to play. There's little fun in simply choosing a preset skillset. The whole point should be to actually have to think and make it yourself. Dumbed down is not better!
Anyway, while I imagine weapon switching isn't going away, being able to actually customize your own skillbars certainly isn't something that would ruin the fundamental design of the game. More like it'd make it better.
My sentiments exactly. I really, really wanted to fall in love with the Engineer. Just couldn't do it. I'm all about support classes, but I couldn't figure out what in the world I was supposed to do in WvW with an Engi. No ranged DPS worth a darn, turrets aren't worthwhile (I guess healing turret in keep defense, but didn't help much with all the Ele AoE spam).
They seemed decent in sPvP, mainly due to mines, but they have seemed to been nerfed a bit.
I'm sure I need to spend more time with the class, and of course things may change between now and release.
/sad face
I love it as well. Every class I played was an awesome surprise and tons of fun with the variety, until I tried an engineer. Then you get a pistol, pistol/shield or a rifle. That's it. That class really needs a lot of work before release.
As much as I love the game, that's just wrong - there are Boosts of all kinds, and if a decent XP boost isn't an advantage (at least in terms of vertical progress, but since most horizontal things will probably be available at max level, it would be both), I wouldn't know what isSame with the instarevive thingie, that might be very relevant come high level dungeons.
And as I said in the f2p thread, I'm almost sure Arenanet will add more vital Items to the shop over time. You really can't judge that on launch day (see: Lord of the Rings F2P conversion, they had only nice-to-have-stuff in there too and recently began to rail in the first stat items and other stuff).
But in the grand scheme of things they are starting out great. GW2 is not over ambitious. They are going to add more. But what we have now is a good start. Horizontal growth. Let it happen. cut of the carrot. leave it at the wayside.
“We always want to pioneer, we’re not going to stop,” said O’Brien. “We’re building the genesis of a world that has a foundation resting on the importance of community and innovation. We’re going to continue to try to break through boundaries and exceed expectations.” (source)
Nitpicking here, I guess, but GW2 (and GW1 for that matter) doesn't really fit the "Free to play" model. There's an initial purchase price, and the cash shop has only cosmetic / fun / quality of life items, nothing that can give one player an advantage over another.
Do you want GW2 to be a "pay 2 win" game then? I would really hate the game if it turned into that. We're already paying for the game so it's not really free to play anyway.
That said, I do hope that Anet is keeping it like this and don't change the system.
I hope they give people a few days to enter the code for those of us who pre-purchased the box version or will it be the same code that I used since the start since I payed for the game already and it's installed and all...?should be no problem for the head start right?
If you pre-purchase the Collector's Edition, you will have five-days after the Guild Wars 2 launch date to apply your retail serial code. If your code isn't entered during the five-day period, you will be unable to access the game until you do apply the code to your account.
Want a game where you actually have to make choices and design builds?
Haha, no. As if! Go back to the original Guild Wars.
This is an attitude that only hurts the evolution of PvP. Developers should be developing for player freedom, not fighting it.I'll never understand people who genuinely don't realize that more freedom often means LESS diversity. It's easier to break systems that are more open, and once it's broken you need to play a certain way to keep up with the joneses.
Hmmm? How do you get "I want it to be Pay 2 win" from my post? GW2 has the initial purchase (thus, it is not Free To Play) and all of the items you spend real money on have no impact on game play beyond cosmetics, toys and 'convenience' items (thus, it is not Pay to Win).
Maybe you misread it, but we do at least agree that the approach they're taking works and we don't want them to change it.
Ah right.. I've misread yours then, my apologies.
Diversity in play style in GW2 is achieved more through your weapon "loadout" (sorry) before entering battle. Your traits and ultility skills will of course factor into that as well, but utility skills are also hot-swappable outside of combat. Really the only thing limiting your changing things up on the fly are your traits and even those aren't that hard to reset by going to a class trainer (or in PvP, resetting is right in the trait GUI).build diversity is great for folk that want the exact playstyle they like and are mostly going to be pve (or don't mind so much if they lose in pvpit *is* sad to see how structured your weapons skills are (when i was looking at skills a while back it seemed that most utility skills had really long cooldowns that will prevent them from being the basis of your combat style).
still probably starting with a thief, since i'm intrigued by initiative (and hate cooldowns in-general). being generally quick and mobile just seems like a fun playstyle in an actioney game. also tempted by elementalist due to likely high skill ceiling and just general large number of options. staying clear of pet classes (ew... ai companions) as i always end up hating that kind of gameplay. i don't have a good read on how engineer or mesmer will likely play, but i'm keeping my eye on guardian, since they seem to have some of the best environmental control skills.
fingers crossed for good times ahead.