Reldan
3661
I have no idea what you do for a living, but I am a programmer and it’s not as simple as flipping a switch and BOOM Functional Open PvP server. So let’s just pretend I referred to something you’re familiar with like it was trivial when it actually would require about 100,000x as much effort and resources as I gave credit out of ignorance.
Those resources would be better spent developing or improving nearly anything else in the game. Given that I assume A.Net hasn’t discovered the secret to having an infinite supply of talent and manpower, time spent working on the Open PvP Server would affect the experience of everybody else negatively.
Your gay marriage analogy is just, I don’t even have the words to describe how bad that is. I’ll just pretend you aren’t using it and let’s just move on, because if you seriously think that’s what this is like then I can’t even begin to take you seriously.
Driveled
3662
The analogy is actually pretty solid. Sorry you disagree.
I’m not saying its as simple as turning on a switch but I understand enough about programming to know that you really can’t comment without knowing their code. Maybe they played around with it already. The game is clearly capable of the task as evidenced by WvW zones.
Anyway, I brought it up but I suggest everyone just drop it since this clearly strikes peoples nerves. The chances of it actually happening are pretty close to zero and I accept that.
Reemul
3663
They could have a world open pvp zone. You click it and enter a open pvp world, say limited to however many players and have it like a miniature version of the world you play but with the make up of that world ( making this up as I go along really ) Make everyone level 80 and allow looting of all participants so if you go in and get killed someone can loot 1 item per death from you chosen randomly.
Then when you get fed up you exit back to this world minus what you lost and with what you looted. Also it would allow you to limit what you can lose as its up to you what you take in of course being weaker or stronger would affect how well you do. I would have no wildlife or npc’s just players and let them have access to crafting and the TP as well with no safe zones, could be fun and something additional to do at 80
GW2 is pretty great as it is. It doesn’t need any serious alterations. As much as I love open world PvP, this isn’t the game for it. Unfortunately, to design a game that would do what I want–faction-based open world PvP with meaningful consequences integrated with AAA-level PvE basic gameplay–is probably impossible. I’m ok with that; I’ve enjoyed the various attempts at open PvP over the years, but I’m pretty convinced by now that if it is even possible to make the game I want, it’ll never happen, because it’s not economically feasible.
It is a bit unfortunate that every time someone wants to discuss the issue, however, the discussion devolves into name calling on all sides. I think it’s perfectly fine to want open PvP, and perfectly fine to despise it, but that shouldn’t be license to lambaste each other.
Back to Guild Wars 2, though; I’m still amazed at how much cool stuff there is, just in every day mucking about. I’m usually easily bored with standard PvE content, but this stuff is somehow, well, more engaging, and more fun, than pretty much anything since vanilla WoW back in the day, and back then I think it was as much the contrast with other games, and the fact that I had a lot more time to play, than it was any inherent qualities of WoW itself (as good as it was).
I actually spent ten bucks to buy another slot to roll a Charr Engineer. I still hate the running animation, but the voices and setting are cool and I wanted to blow people up.
Jag
3665
Just had my first GW2 OMG moment. I was swimming around Lion’s Arch looking for a POI and realized I was at the original fountain at Lion’s Arch from GW1, which was now underwater. I swam around more and realized they recreated the entire area. There was the steps to Sergio, etc. It was a great homage to a popular area in the prior game, but aged appropriately that it seems like a relic from a past era.
Reemul
3666
I’m a level 20 sylvari and I am not enjoying the present zone Brisbane wildlands especially the skirt and caverns, in f act it’s putting me off playing a bit, may jus try and do as little as possible of it.
JPR
3667
Just run to a different level 20 area – there are a bunch of them. You might have to return to Brisbane to start a couple of personal quests, but one great thing about GW2 is that there is basically no need to ever do anything you’re not enjoying.
Jag
3668
Try another character. I got to 29 on my Elem. Tried out a warrior just for fun and played it straight until 33.
Wolff
3669
It is really amazing how different the professions feel to me. In most other mmos I think there are only two classes range and melee in gw2 the three melee focused characters I have played all have a different feel.
On open pvp just stop it. You get a hostile response because it is a topic that has been retread with every mmo that comes out. Open pvp can be great just not tacked onto a game that it isn’t a fit for. I’ll second reading up on the history of UO for some understanding/background.
Reemul
3670
Yeah but I was hoping to keep things fresh for toon 2 as well, might just have to level up crafting or wvwvw to level for a few.
That’s been my experience too, but I’m only level 24. They’re just a series of quests chained together. In a sense it’s not different from having a quest in WoW to go into a cave to kill ogres, then finding a dude chained up with a quest marker who asks you to kill the ogre boss to get a key to release him, and then getting an escort quest for him. It’s just that in GW2 the process is more seamless.
I think the game improves on the PvE experience in most ways, but it’s still essentially the same PvE experience I’ve had in other games. Better is better but if I’m a bit fatigued by level after level of PvE in these games better doesn’t really cure that.
KevinC
3672
There are differences just based on the fact that they are dynamic. This often doesn’t become readily apparent in the lower level zones for a few reasons. First, there’s a lot of hand-holding in the 1-15 zones because they assume people are just trying to figure out basics like “I have to dodge from enemies in this game” and class mechanics. Second, they don’t want to allow the new zones to become too hostile for the same reason. Lastly, the lower zones are oftentimes very packed with players, which makes DE victory more of a foregone conclusion.
I’ve been to the L40ish human zone (I forget the name) several times and the zone is pretty different each visit. On my first time through, riding the zerg wave, the humans basically controlled the whole thing. When I was there just last night, a good chunk of the waypoints were inaccessible to me because they were under Centaur control. I rode a chain of DE’s that successively drove them out of territory and culminated in a showdown with a centaur shaman boss, at which the zone was now accessible.
I’ve seen countless other examples of stuff like that - for instance, in the human newbie zone one of the first hearts you go to is helping out at a farm which is pretty bog standard MMO fare. But have you seen that farm when there’s not a million players and the bandits win? Roadblocks over the bridges, cannon emplacements built on the hillside that shell the players down below, etc. Unlike phasing in WoW, this isn’t a personal version of the zone or a separate instance, it’s how the zone currently exists do to circumstances related to the dynamic events.
Do dynamic events involve killing things or obtaining things? Of course, just like most shooters involve shooting things, but they’re often set up in very different ways, scale to the number of players, and have an effect based on what happens during the event. You also don’t know when an event is going to happen, what’s going to trigger it (sometimes it’s triggered based on the actions YOU take as a player in a far-away corner of a zone). All that sets it pretty far apart from the typical WoW quest-hub setup, which the game leads you on a track from Hub A to Hub B and that’s how you progress through the game each and every time.
There are 4 zones for levels 15-25, just pick one you are not likely to visit with your alt(s) any time soon and off you go! :)
JPR
3674
There are 4 zones for 15-25. Only 2 for 25-30, but at least 3 for all later level ranges. In addition to the Brisbane Wildlands, you have Kessex Hills, Dessia Plateau, and Snowden Drifts. And don’t forget, if you really wanted to, you could do a differen 1-15 zone (there are 4) instead of a 15-25 zone. You’ll still gain levels and find skill points, and explore, and do all the stuff you do otherwise.
Sure, if Crafting or WvW interests you, by all means do that, but don’t think it’s your only option.
edit: Oh, beaten.
hepcat
3675
I have 5 alts covering all the races but I’m not a big fan of the cutesy Asura race. I may create a human necro (which is what my Asura alt is currently) and head over to their starting area. I won’t be able to participate in the Asura centric storylines though, will I?
JPR
3676
You can’t do their story missions, but you can do their explorable areas instead of the human ones (except, again, your story missions will be in the human area, so you will have to spend a small amount of time there).
Reemul
3677
Cheers, all good suggestions, I shall get to it.
hepcat
3678
Thanks. I guess if I go with a necro for a human (or Sylvari…which I also quite like) alt and choose drastically different storyline choices during character creation, I should be able to minimize a repetitive experience.
walTer
3679
Plus going to the other starting areas gets you all those skill points.
Subject for debate: the most important stat in the game, gear-wise, is Toughness. I have come to believe this is so for about 75% of the builds/character loadouts. Tell me I’m right, tell me I’m wrong.