New weapon icons. They coming.
Grapesword is bottom row, second icon.
GET YO TICKETS READY
Ooh, they look interesting. I'm glad I saved my ticket!
New weapon icons. They coming.
Grapesword is bottom row, second icon.
GET YO TICKETS READY
New weapon icons. They coming.
Grapesword is bottom row, second icon.
GET YO TICKETS READY
Hopefully not just ticket/gem fest.
Need something to get in-game too.
That game was orgasmic. I kind of felt bad laughing at Brazilian fans crying but not for long, I just most my laughed.The cold, killing efficiency was used in full force by the Germans today.
At least Brazil doesn't have to go far.
BRAXZY BIRTHDAY PARTY TIME
BRAXZY BIRTHDAY PARTY TIME
A few random ones from AX this past weekend:
Happy Birthday, Breezy!
That is a fantastic GIF, sir.
Happy Birthday, Braxzy.
So, next update is on my birthday. I won't be in the house at all on my birthday. There's always the next day!
Braxzy Birthday!
That game was orgasmic. I kind of felt bad laughing at Brazilian fans crying but not for long, I just most my laughed.
So I had posted the Chinese sale numbers over on r/games and one guy was complaining about how GW2 was such a grind. That has always baffled me considering by comparison to real grindy MMOs (FFXI, Ragnarok, Lineage 2, etc) GW2 is the least grindy MMO I can name. Another guy in the thread said "so boring all you do is the same stuff over and over again". That amused me as well considering GW2 has given me the most diverse types of content from a single game that I've ever got in my life. Not to mention that if you want to get right down to it, every video game is the same thing over and over again with different set pieces. He complained that there were no quests and all you did were POIs/Hearts/Vistas in every map. Sounds like someone had blinders on and ran past every DE in the game and it's hilariously ironic that he wants quests when that crap is unbelievably derivative.
Thanks guys
And thank you Roxie too, you didn't have to give me a present haha!
Gotta give that the ol' Amen. I don't get it. The first time I got my quest reward automatically from a heart rather than having to return to an NPC, that moment essentially ruined me for traditional "MMO quests" forever. I just don't think I can even tolerate them anymore at all. I'm not kidding, either... I tried TERA, which is free, by all rights has objectively better combat than GW2 and has native controller support... and just looking at my quest log for the first time (it let me tab to a second page D, my eyes glazed over and I pretty much logged out on the spot for good.It saddens me that a non-zero set of people have learned to enjoy, and apparently long for, standard MMO quests.
Does anyone have a good guide to what the mystic forge does and what I should be doing with it?
Let me attempt to play devil's advocate, not to defend traditional MMO questing, but rather the dynamic of the NPC questgiver. It's an essential part of Divinity, and it actually contributes to gameplay rather than being a necessary function. When presented with a quest, my protagonists develop their personality based on their willingness and decisions, and may even quarrel amongst themselves. Furthermore, your interactions with questgivers can lead to meaningful plot consequences. So to me the real issue is whether these types of mechanics can be integrated into an MMO, meanwhile avoiding the immersion-breaking appearance of tons of PCs simultaneously interacting with the same NPC.Gotta give that the ol' Amen. I don't get it. The first time I got my quest reward automatically from a heart rather than having to return to an NPC, that moment essentially ruined me for traditional "MMO quests" forever. I just don't think I can even tolerate them anymore at all. I'm not kidding, either... I tried TERA, which is free, by all rights has objectively better combat than GW2 and has native controller support... and just looking at my quest log for the first time (it let me tab to a second page D, my eyes glazed over and I pretty much logged out on the spot for good.
It sucks because I might miss out on great games because of essentially a single archaic design element, but it has also crystallized my idea of how I'm willing to spend my time in certain genres.
It saddens me that a non-zero set of people have learned to enjoy, and apparently long for, standard MMO quests.
So far as I understand Divinity, it is closer to something like tabletop Dungeons and Dragons than it is to an MMO, and thus an "NPC quest" falls closer to the "plot element" side of the spectrum than the "gameplay element" side. If this is the case, I barely even consider it the same thing, and can totally see why and where it would be beneficial.Let me attempt to play devil's advocate, not to defend traditional MMO questing, but rather the dynamic of the NPC questgiver. It's an essential part of Divinity, and it actually contributes to gameplay rather than being a necessary function. When presented with a quest, my protagonists develop their personality based on their willingness and decisions, and may even quarrel amongst themselves. Furthermore, your interactions with questgivers can lead to meaningful plot consequences. So to me the real issue is whether these types of mechanics ever be integrated into an MMO, meanwhile avoiding the immersion-breaking appearance of tons of PCs simultaneously interacting with the same NPC.
I should mention, I think that's fine. I mean, some people do like that structure and the sort of design funnel that makes me shudder is actually how they thrive and become motivated to continue playing.I have that exact problem with someone I tried to get into the game. They took one look at it and literally said, "where is my todo list of quests?". They wanted the quest hub, with a bunch of NPCS they can run up to, get a giant list of things to kill/fetch, and then go do that. They want that structure. Anything less than that, is "inferior". They didn't want the quest NPCs for plot, or anything like that - they wanted a simple, straightforward "go here do this" and nothing else. That is what WoW did to them. They've become, quite literally, incapable of picking a direction and making up their own mind if that was the right direction to go or not, and then adjusting course based on observations.
Needless to say, they deleted GW2 from their PC. Didn't even give it more than 10 minutes, before condemning it to their "shit game" pile.
It was at that point, that I actually decided to give up on trying to explain to people why GW2 is good in the ways that it is.
I should mention, I think that's fine.
Let me attempt to play devil's advocate, not to defend traditional MMO questing, but rather the dynamic of the NPC questgiver. It's an essential part of Divinity, and it actually contributes to gameplay rather than being a necessary function. When presented with a quest, my protagonists develop their personality based on their willingness and decisions, and may even quarrel amongst themselves. Furthermore, your interactions with questgivers can lead to meaningful plot consequences. So to me the real issue is whether these types of mechanics can be integrated into an MMO, meanwhile avoiding the immersion-breaking appearance of tons of PCs simultaneously interacting with the same NPC.
To be fair, GW2 didn't really solve the problems with MMO quests. As we've discussed, there's talk that Anet wanted to remove those kinds of quests entirely, but people were so lost as to what to do that they had to add the heart quests to guide players. Heart quests, for all intents and purposes, are the exact same thing as the old NPC quest hubs. All that changed is that you don't talk to the person to initiate the quest, which, while being far more convenient, actually robs you of context and immersion. Who walks into a room and immediately knows the problem and how to solve it without anything happening? Real life doesn't have a notifier in the top right of their peripheral vision.
I actually pretty much disagree. YMMV; it solved all the problems I have with MMO "quests" in the traditional sense. I would have certainly preferred it deviated far more, but...To be fair, GW2 didn't really solve the problems with MMO quests.
..that would have been too much for everyone.As we've discussed, there's talk that Anet wanted to remove those kinds of quests entirely, but people were so lost as to what to do that they had to add the heart quests to guide players.
Ummmm.Heart quests, for all intents and purposes, are the exact same thing as the old NPC quest hubs.
No;All that changed is that you don't talk to the person to initiate the quest
I just wish I could get inside the heads of the contingent who got some sense of compelling story immersion from a combat-centric MMO. It has yet to happen for me. I can get immersed in the zone ambiance and circumstantial lore very easily in GW2, far better than many other games, but the idea that I'm supposed to feel some sense of true immersion, like that I get from, say, The Last of Us, while fulfilling a prescribed "quest" of any kind is laughable to mewhich, while being far more convenient, actually robs you of context and immersion.
Funnily enough, tons of the hearts ARE situations that are immediately recognizable. "Oh, there are fires everywhere/centaurs are occupying this village/there's graffiti all over these walls/soldiers are lying on the ground sick." Many of them could be completed on context alone without any text instruction!Who walks into a room and immediately knows the problem and how to solve it without anything happening? Real life doesn't have a notifier in the top right of their peripheral vision.
It's just a fundamental disagreement and that's fine, but I found the solution more than adequate during the leveling process of my first character, which is when that kind of thing matters most.While I don't know the full circumstances surrounding this decision, I have to say that while it's sad that people need those kinds of quests to be pushed forward, I'm not sure the solution was all that elegant, and worse, it highlights an issue with how Anet originally designed their world. It's like they wanted to create an open MMO world, did so, but then realized that it wasn't compelling. Don't get me wrong, I loved this game. But there are a lot of things in it that are the result of two minds: One wanting to be really innovative and one being really afraid to move forward. While there are hundreds of brilliant ideas in the game, there are dozens of half-baked ones. It's strange, but to be expected given the scale of the project.
Dry Top/Season 2 content, just like Southsun Cove and Orr, also isn't meant to be something that characters experience while leveling up, as are the zones with hearts in them.Overall, it seems the experiment has been extremely successful for them, and they seem to be taking feedback and improving on stuff as they move forward. With season 2, the game has kinda become something completely new. New areas with verticality, no hearts, and strongly integrated story sections have strengthened their original vision, no doubt.
You don't like the Daily Activities? The rewards really aren't half bad. Though, wait, I guess you don't get guild chat when you're in them, which sort of throws out the being social part... yeah okay, nevermind.I'd just like one 'down time' activity I can do while being social that gives mild rewards, and since nobody plays Belcher's Bluff...
You don't like the Daily Activities? The rewards really aren't half bad. Though, wait, I guess you don't get guild chat when you're in them, which sort of throws out the being social part... yeah okay, nevermind.
I think we might, yeah- coincident with a new race (whether in a new boxed expansion, some kind of big "psuedo-expansion" release, or however they do it one day), for parity with the new player experience of the other races.Do you guys think we will ever see hearts again?
Well, I'm just wondering at what point we will see legitimate new zones (by legitimate I mean with respect to affecting world completion, since new zones added since launch have been their own thing).
I probably shouldn't have said that. It seemed like it could have, but I didn't get anywhere near far enough to judge it properly in comparison. I certainly don't like belong locked in place even for projectile skills. I did love its native gamepad implementation though.Tera does not have better combat than GW2.
Yeah, agreed to a tee.Hearts are a pretty decent compromise. Could have been a bit better in that in keeping you in an area for an extended amount of time, more stuff occured or the world changed more often so that emergent game play happened more frequently. But hearts' synergy with DEs is okay, too.
Oh, well I agree with that, but you have to view them as exactly what they are: a compromise for the lowest common denominator, reliant on MMO tropes.What I mean by the fact that hearts don't solve the MMO quest problem is that they are still largely uninteresting, meter-filling, repetitive actions. I think that they were a good step forward, but not quite there.
Ahhh, well that is an important distinction, and it does make a lot of sense. I definitely only found a handful of them legitimately compelling in their own right (I really liked juicing frogs into detection potions, okay!?).It's important to understand that I've barely played any MMO other than Guild Wars for more than a few hours. I don't have that context of "These quests were really bad, hearts are so much better". I'm just coming in from the perspective of someone who just doesn't really love the hearts. Rarely did I find them compelling. I much preferred the event chains of later-game areas.
I totally get where you are coming from.I didn't grow up playing a lot of RPG's with NPC quests and such, I grew up with Zelda, Mario, and Metroid. My perspective on gameplay progress is less driven by "task completion" and more by the game guiding you with puzzles, combat, and story. I'm not a completionist, and bars, lists, and percentages do not motivate me. I'm not saying one perspective is better than the other, just where my tastes developed from. I totally get and understand those that grew up with Ultima, WoW, Elder Scrolls, and other WRPG's.
I get why they had to include hearts, and I'm glad they decided to mix it up a bit from established "quest standards". One of the greatest strengths of the game is that you really don't have to do the hearts if you don't want to. The world has plenty to do with out them, and you can even level up without doing them too. This is why it was never a huge issue to me. Also, GW2 also has a lot of the elements I mentioned loving in the previous paragraph. It does guide you through the world with puzzles, combat, and story. Hell, in some small ways I'd say GW2 is closer to a 3D Platformer like Banjo Kazooie than it is WoW. Hearts were just kind of this weird reminder that it was still had a foot in those old theme park MMO conventions.
Does it actually shut you out of Guild chat? I can't remember nowOh, I love all the daily activities. I've played far more Keg Brawl than I'd like to admit. But I'd like something solo.
Does it actually shut you out of Guild chat? I can't remember now
Well, the exact details haven't been said in the novels, but this new book coming out (not part of the series, it's more like a fictional history) explains it. I'll spoiler tag it just to be safe, but since it's ancillary material it's not really spoilers unless you're a huge lore geek.
BasicallyCastamere was only a keep and a tower above ground, but all of the old mines they had dug for gold were converted into store rooms, living quarters and such where everyone actually lived. I think they said something like 90% of the place was underground, and because of the narrow gap leading in, it could be defended almost indefinitely by only two men. Tywin dammed a river, sealed the tunnels and flooded the entire place with everyone still inside. It's never been unsealed.
Creepy.
Holy shit.
On that light note.. it's my birthday as of right now here in the UK! 00:00
New weapon icons. They coming.
Grapesword is bottom row, second icon.
GET YO TICKETS READY