- End-game loot being the “same” is only true if you’re looking at power. There’s still the right type of stats to get for your build, and the right looks for you gear. This isn’t a power progression game, though. Thank fuck.
I admit, I only look at power - which is what I find interesting about gear.
Well, not entirely true. I DO care about aesthetics - but it’s very, very minor in comparison to power and especially stuff like enabling unique gameplay approaches and character builds.
- It’s not fun long-term to have most stuff unlocked short-term? Having the best parts of your class/character/whatever gated behind 40 hours of play isn’t “fun” by any stretch of the imagination. Making content fun and relevant is a damn sight better.
Well, it depends on how much you enjoy doing things over and over. Basically, all these games are only fun if the activity in itself is fun. GW2 is probably fun in this way, if you really enjoy the arsenal and combat available.
For me, and I admit I AM very focused on perpetual progression and especially the carrot of opening up new powers and options throughout the development/level-up experience - the GW2 combat wasn’t very interesting (it was ok, but really felt like spamming 2-4 powers in all fights).
I do admit, however, that combat LOOKED good and the basic movement/flow was excellent.
- PVP is not a numbers game. sPvP has equal teams and is a lot like something like TF2. Personal skill matters a hell of a lot there. As for the WvW, zergs aren’t actually the answer and there’s a ton of stuff smaller teams can do to win the overall battle.
I know people keep saying this, and I could be wrong. I just know what it felt like while I played. The fights were overlong, and I just didn’t feel like my arsenal was particularly varied. It was spamming 2-4 powers, and the occasional utility power.
TF2 is all about movement, timing and reaction - and fights are over in a few seconds. It’s an action game, so there isn’t much in the way of special powers - but I certainly wouldn’t enjoy playing TF2 for more than an hour every now and then. GW2 is probably fun in that same way - IF you really like the combat, but I don’t see myself enjoying it as a long-term game.
It’d be shit. Because WoW’s design is based around the old model. Why would you shoehorn in a system that doesn’t make sense for that game?
I’m not doing that. I’m just trying to articulate what GW2 seems to be doing, and I don’t see the revolution. I see them removing the power grind - without replacing it with anything.
Maybe I’m missing something, and I’m prepared for that. I just wish I could see it.
Since the level of hype is VERY VERY big, I have to assume other people can see what’s so revolutionary about what they’re doing.
I was VERY prepared to be impressed when I first got invited - and I had a very open mind about it. Their preview videos and hype machine had all but convinced me that they truly understood MMO design better than most.
I think they DO care a lot about the gamer, I just don’t think I’m the gamer they’re referring to.
I’m going to make a massive assumption and guess that “limited” meant in terms of movement rather than progression? It’s not a game that feels like any other MMO and the whole “no jumping” and almost RTS-style movement is a real hurdle.
Actually, it meant in terms of what gameplay was available. Yes, the limited movement was a part of that. I think my biggest problem was the private nature of the instances, the lack of gear progression - and the way PvP was handled. Again, because I’m very much about progression and evolution.
In one way, it was actually MORE interesting than GW2 - because I loved how many skills were available to find throughout the game. That was a pretty significant development aspect.
GW2 is about skill points - and those are used for a relatively limited arsenal of “utility skills” - many which SEEM rather samey to me. At least compared to the kind of variety available in GW1 skills.
But then there’s the frankly awesome skills system, the ability to customise your character’s ability bar to create combos that suit how you want to play, the fact that it’s not a grind to max level, some pretty awesome tech, a whole team of AI heroes to RPG-style level up and configure to make your own team of content-destroying motherfuckers, etc etc.
That sounds like their marketing campaign :)
I’m really not seeing the AWESOME nature of the skill system, though I’m impressed by their server-technology and things like the design/layout of the major cities - I don’t think it translates to a particularly engaging gaming experience.
Did you play anything other than the Thief? It has the most traditional mechanic of all the classes, and I wonder if that’s given you this idea that it’s a button mashing game*. And did you try multiple races? You said the Thief story was uninspired but there’s multiple Thief stories in the game thanks to race/character selection choices.
Yeah, I played a Ranger through the first area. I think I got to about 12-14th level. Frankly, I didn’t find it to help my experience much. Again, way too limited an arsenal during combat.
Switch to axe/warhorn, fire off the warhorn buff + the bird strike, make one axe attack that gives my pet’s next attack a Weakness condition. Switch to sword/torch for close-up work, chuck the torch on the way in for big damage, drop down one of my traps (usually flame trap), make sure I use Serpent’s Strike wisely to avoid any big hits. I can use Hornet Sting (leap out, swaps into leap back in+cripple) either offensively or defensively depending on my situation.
Ok, I can see where we differ here.
I understand that weapon switching is a big part of their combat design. The problem, for me, was that it felt uncomfortable - and I felt the delay upon switching worked against the intended goal of having switching be a primary part of the game.
So, I basically just picked a single weapon and never saw a big need for anything more. All PvE fights for both my classes were very doable with just one weapon set. I won’t claim I did particularly well in PvP - but I think I won around 50% of my fights - basically just optimising a few attacks.
My experience on the Thief suggested it’s a damn hard profession to get to grips with. Up until you get weapon swaps, it’s pretty dull and I struggled to like dagger/dagger or pistol/pistol, but being able to swap between them made it a lot better. The shortbow is awesome and the class has some pretty cool movement shenanigans, but the energy-style mechanic really didn’t sit very well with me.
I felt the same way. It’s possible that the game evolves in a way I’m not seeing, and that “weapon switching” is enough to make it much better. I just had a rough time getting comfortable with it.
I thought the “steal power” ability was crappy and gimmicky.
Finally, here’s a decent article about power progression and GW2’s approach: http://www.darkademic.co.uk/blog?id=202
Ok… I’ll check it out. I did spend quite a few hours reading about GW2 before beta.
I was really quite convinced it was for me.