Do you honestly believe ANYONE in the world truly wants a “grind”?

I’m not being snarky, but yes, I really do. Maybe not for the grind itself, but for the results of the grind (more power, etc). My guild in WoW certainly didn’t spend months and months and countless late nights farming Molten Core and Blackwing Lair over and over because we missed seeing the sights or anything. :)

That explains it :)

DKD: I don’t think you’re trolling at all, and I’ve enjoyed your perspective on the game and the debate going on. I think you’re focused on viewing the hook being about evolving your character and missing that the hook is about evolving yourself as a player. And along the way you can pick up Cheevos in the form of cool and distinguishing gear that highlights what a badass you are.

Even from the BWEs you can find some videos that showcase how much more there is to playing a successful game than rotating 4 different attacks - for example just find someone playing an elementalist that’s jumping back and forth using 25 different abilities and always seems to have the right one available at the right time for optimal asskickery.

Also, the sPvP area has vendors that you can pick up Sigils and Runes at, which are the set bonus/proc/weirdness gear stuff you were referencing. Right now there’s about 30 different sets for armor and about 25 for weapons. On my warrior I was running a sigil in my rifle that made it so that the next attack I made after switching to it was a guaranteed crit. I put a different sigil in my greatsword that made it so that when I weapon-switched to that it applied an 2s AoE chill. In combat I would generally start with the rifle and attempt to apply cripple/vulnerable conditions, then once I got to melee range I would pull out the Greatsword which chilled them and let me get some more attacks off. If they managed to get some distance I swapped back to my rifle and unleashed a guaranteed crit Level 3 Adrenaline Sniper Shot. I think my armor’s set bonus had a chance to proc a might buff any time I crit’d as well. On my elementalist I equipped a set bonus that made me freeze solid if I dropped below 10% life (can’t move or attack but gained invuln for 4s). This worked well because it gave me time to apply Mist Form and escape if somebody tried to burst me down - I was using a glass cannon build that absolutely melted if I got focused.

I think the low-level PvE really doesn’t do a great job of being challenging or requiring much more than a basic rotation of basic weapon abilities. From the BWE’s it’s the sPvP where you’ve got all the level 80 options open to you and the Explorable Dungeon that highlights what’s expected of you as a player to succeed at this game.

Grinding is what happens when you’re doing an unchallenging activity that you cannot actually improve yourself at doing, and doing it again and again simply because it’s necessary to progress. If it’s something you can actually get better at by doing, that’s called “practice.” That’s something exceedingly rare to find these days in any MMO.

First of all, I appreciate you don’t think I’m a troll :)

It’s not that I can’t see how not being impressed with GW2 and speaking my mind about it can be seen as trollish. It’s like I want to ruin the fun of other people.

But I’m really just the kind of person who thinks a lot about games and how they work, and especially the kind of games that have the potential to make an impact on the industry.

This is why I like to understand a game like GW2 - and though I’m pretty sure it’s not for me at this point, I’m still ready to be wrong. It’s happened before.

I was completely wrong about games like Hellgate, MYST, Diablo (first one), and others. I just didn’t “get” them - and suddenly I saw it.

GW2 FEELS like a game I should be getting (the level of hype is out of this world) - and I’m honestly wondering what the hell I’m not seeing.

Should I just keep my thoughts to myself? Maybe. But I really like exchanging thoughts and ideas - and I think it’s very appropriate on a forum like this.

Anyway:

I think you’re right. I’m generally very focused on the evolution of my character in these games - and that includes everything from skills and gear to housing and mounts. The more options I have available - the more interesting my player horizon.

I consider the evolution of myself as a player a natural part of any interesting game. I’m not sure how GW2 sets itself apart here, other than not having much in the way of character evolution.

Well, I say not having much - but I should say not having much that I - personally - consider interesting character evolution.

Even from the BWEs you can find some videos that showcase how much more there is to playing a successful game than rotating 4 different attacks - for example just find someone playing an elementalist that’s jumping back and forth using 25 different abilities and always seems to have the right one available at the right time for optimal asskickery.
Yes, I’ve seen some videos of the Elementalist. Everyone seems to mention that particular class when demonstrating the complexity of the combat system.

I have to admit that the Elementalist arsenal looks very varied - and I might have a very different opinion of the game if the class appealed to me.

But I NEVER play a caster - and I’m almost positive the Thief is the only class that truly appeals to me. Maybe the Ranger - though I’m not a big fan of pets.

So, it’s possible that a lot of the complexity is reserved for particular classes - which I consider a very odd design choice - because a class should always be about aesthetics and playstyle - not level of complexity. Well, maybe to some degree - but not to THIS degree.

Also, the sPvP area has vendors that you can pick up Sigils and Runes at, which are the set bonus/proc/weirdness gear stuff you were referencing. Right now there’s about 30 different sets for armor and about 25 for weapons. On my warrior I was running a sigil in my rifle that made it so that the next attack I made after switching to it was a guaranteed crit. I put a different sigil in my greatsword that made it so that when I weapon-switched to that it applied an 2s AoE chill. In combat I would generally start with the rifle and attempt to apply cripple/vulnerable conditions, then once I got to melee range I would pull out the Greatsword which chilled them and let me get some more attacks off. If they managed to get some distance I swapped back to my rifle and unleashed a guaranteed crit Level 3 Adrenaline Sniper Shot. I think my armor’s set bonus had a chance to proc a might buff any time I crit’d as well. On my elementalist I equipped a set bonus that made me freeze solid if I dropped below 10% life (can’t move or attack but gained invuln for 4s). This worked well because it gave me time to apply Mist Form and escape if somebody tried to burst me down - I was using a glass cannon build that absolutely melted if I got focused.
Now, this is news to me. That actually sounds very interesting. I could have sworn I’d checked out most vendors in the PvP areas - but I must have missed these guys.

It could be enough to make me interested in trying it out again. Thanks for this information.

I think the low-level PvE really doesn’t do a great job of being challenging or requiring much more than a basic rotation of basic weapon abilities. From the BWE’s it’s the sPvP where you’ve got all the level 80 options open to you and the Explorable Dungeon that highlights what’s expected of you as a player to succeed at this game.
Yeah, and that’s pretty standard for most MMOs. It’s not that I expected a big challenge - I just needed a “hint” of what’s to come. After having played RPGs for many, many years - you learn to pick up on what’s coming and how complex/challenging a game is LIKELY to get (though obviously, sometimes you’re dead wrong).

I never tried a dungeon. I just tried PvE and both kinds of PvP. The PvP was the biggest disappointment - but I could be missing something. I just really hate long fights - and it seems to be how the game was designed.

That’s fully subjective - and I know a LOT of people hate the shorter fights.

My experience with MMOs coupled with my impression of what I played are what told me the game seems like a numbers game, primarily. As in, one person will be defeated by two persons in all but the most rare cases. I like games where personal skill matters A LOT, and where having 1-2 more people with you isn’t a guarenteed win.

Grinding is what happens when you’re doing an unchallenging activity that you cannot actually improve yourself at doing, and doing it again and again simply because it’s necessary to progress. If it’s something you can actually get better at by doing, that’s called “practice.” That’s something exceedingly rare to find these days in any MMO.
Well, that’s one definition - and it’s a reasonable one.

I tend to think of grinding simply as a boring activity that takes too much time. But, just like I think human beings NEED work or need to apply themselves to something, to function - I think any long-term entertainment experience NEEDS to pace content delivery. Because the human mind gets oversaturated surprisingly fast - and we have what I would call an enjoyment threshold.

That’s why a game like Call of Duty needs to last no more than 10 hours. Basically, if you provided players with a content-heavy game that constantly exposed you to an “experience” - for 100 hours, it would NOT be a better game than one that lasted 10 hours. That’s because we just can’t take that much exposure without our brains filtering out a lot of it. We need breaks in the “fun” and we need time to reflect upon what we’ve experienced.

So, you have to stretch out content in a BALANCED way, that provides players with a long-term perspective and horizon. This is what a good MMO does - and it’s what a good long-term singleplayer game does.

A bad MMO stretches it out too far - and even worse, often doesn’t have much to stretch. Most MMOs have become bad - not because they’re necessarily bad designs, but because players are sated. We’ve had enough of the themepark design - and the stretching isn’t really the problem.

GW2 is trying to NOT stretch content - and it’s trying to just provide most of it as soon as possible. I understand that - and I understand why a lot of people would find it refreshing.

Problem is that I don’t think it provides the kind of underpinning necessary to make the content perpetually interesting. There’s not enough of a “reason” to play long-term.

So, it could just be short-term? Sure. But I need a long-term horizon to enjoy a short-term experience IF the game doesn’t have an ending or some kind of closure.

Ending a personal story might provide that, but the problem is that what I’ve seen of the writing tells me it won’t. I’m not trying to be unfair - but I found the writing (as much as I’ve seen of it) really amateur and bad. Horrible dialogue and uinteresting characters.

With a game like Secret World - I know the game will probably not be a long-term experience. I expect it will last 1-2 months at best. The reason I’m willing to invest myself is that I find the story/atmosphere incredibly strong. So, that’s most of the underpinning. The skill system is interesting - but ultimately I don’t think it’s varied enough (the amount is great, but the actual variety between skills and what they do seems quite limited).

That’s where I come out, anyway.

Not to be “that guy” but you’re doing it wrong.

Picking a single class and saying it’s the only one that appeals to you - without actually trying the others - and then complaining about that class and shitcanning the game as a result is a pretty daft thing to do.

OK, so you don’t want to play a caster. In this game that strikes me as an odd restriction given how differently they can play depending on weapon loadout, but fine. That still gives you Warrior (hugely flexible, can be a ranged or melee class and really effective at any of them), Guardian (KNOCK THINGS OUT OF THE PARK), Ranger (really, it’s not much of a pet class if you don’t want it to be), Engineer (if you want complexity, hellooooooooo) to try out. And you’re in the beta, so there’s really no reason not to try them out.

Elementalist doesn’t appeal to me because I don’t like their gimmick of having a set of skills per attunement, but it’s something that a lot of players love. If you liked the look of the elementalist, isn’t it worth biting down on that caster revulsion in order to, you know, see if it’s fun?

Talking of the Engineer, here’s a PVP video. Numbers aren’t everything after all :)

I’m hardly shit-canning the game as a result of my class, at least not knowingly. It’s not like I can just assume the game is fantastic UNLESS I play a Thief. That would be pretty silly.

I tried Ranger - and that didn’t help.

You’ve been boxing my issues with the game, as if you need me to fit into a profile called wrong-about-GW2. It’s possible to not like something you like without being wrong, right?

I’m speaking of my combined experience with the game.

Ok, so maybe the game improves with another class - and I might try one out just to see if it’s really necessary to pick a class that doesn’t “speak to me” to enjoy the game.

What the fuck.

I’m speaking of my combined experience with the game.

Ok, so maybe the game improves with another class - and I might try one out just to see if it’s really necessary to pick a class that doesn’t “speak to me” to enjoy the game.

A class might “speak to you” without you actually playing it but be a completely different experience when you get around to trying it.

I realise you’re uber-defensive because of the troll remarks - comments I didn’t make - but I can only go on what you post. And you’re constantly repeating the same complaints about a single profession. The personal story quality varies quite a bit depending on what race and options you chose, but you chose to ignore that and shitcanned it based on your experience of a single one. The classes are varied and give vastly different experiences and mechanics, but you chose to ignore that and concentrate on one which led to a style of gameplay (button mashing, apparently) that you didn’t like.

The normal reaction is to try something else. You don’t seem to have that reaction. You’re “doing it wrong” by continuing to play a profession you don’t like.

What the fuck.

Breathe… Breathe :)

I’m not sure why I’m uber-defensive because I feel like you’re not listening. But let’s not delve into that. We just disagree and see things from different angles.

Anyway, I’ve tried the two classes that appealed to me the most. So, it’s not just one class. Both classes had the exact same issues - though the Ranger didn’t seem to have a “useless” ability like the “steal power” ability from the Thief. Ok, I don’t actually know if that ability is useless - but it felt useless.

I’m not sure if I’m the first person you’ve encountered who’s big into identifying with his character - but I really do. That’s why I need to play something that I can identify with - and I’ve never, ever, enjoyed playing a caster in an RPG. I’ve been playing RPGs since I was 8 or something (35 now). I doubt GW2 will be the game to change what I like and what I don’t like about classes.

Anyway, the Engineer is potentially interesting to me, and I’ve already considered trying him. But the class/combat system isn’t my only problem with the game - far from it. I would need some of the other vital issues dealt with before truly wanting to play again.

I’m not sure I’m in the beta anymore. I tried logging in a few weeks ago during on of the beta events - and I didn’t have access.

But naturally, I’m doing it wrong - if the game requires you to pick the correct class to be able to enjoy the complexity of combat.

The game offers a variety of professions that vary the complexity of combat. Because not everyone wants the same thing. That should be pretty obvious. After all, Blizzard have done exactly the same thing (hello Warlocks!)

Your main complaint about the Thief was that it was just button mashing. This is in large part due to the Thief’s mechanic of chucking out the usual cooldown system and instead using the initiative mechanic. Which is why I suggested you play something else, because it’s the only class in the game that plays that way.

I have a mid-20s Ranger. Button mashing is not really possible even with all my utility skills unlocked (I guess if you tried really really hard to button mash you could always make sure you had something off cooldown, but it wouldn’t work very well), particularly as you said you didn’t use the weapon switching (again, a personal choice that seems strange, but whatever!).

As an aside - I missed the bit where you said you got your Ranger up to 14. Sorry about that.

So given that you’ve said

Both classes had the exact same issues

I guess I no longer understand what you believe those issues to be.

The game offers a variety of professions that vary the complexity of combat. Because not everyone wants the same thing. That should be pretty obvious. After all, Blizzard have done exactly the same thing (hello Warlocks!)

Well, I suppose there will always be a difference in complexity. But I think Blizzard did amazingly well with their class design, and they ALL felt pretty deep and complex - but they played very, very differently.

Warlock being a “lazy” class - like the Necromancer from D2 - but with no less complexity in terms of options and strategies.

Then again, I’ve always felt WoW classes/combat were among the best. My issues with WoW are not about that.

I guess I no longer understand what you believe those issues to be.

My issues with the classes I tried:

  1. Limited arsenal during combat (ways to approach and deal with stuff. almost no non-combat abilities).

  2. It FELT like I did nothing but use 2-3 powers, with an occasional utility.

  3. Weapon switching felt uncomfortable due to the delay. Could just be me.

  4. Limited arsenal during development (you get most things by level 30 - and the utility skills are rather samey. The “trait tree” looked ok, though.

I did try level 80 PvP with all the powers, and it just didn’t feel that different. But I’m ready to accept it might change as you get into it. Most games do, even the deceptively simple ones.

I just don’t see it.

Well, weapon switching is a big part of the system. I really don’t see much of a delay so that’s a bit of a headscratcher to me, but you’re giving yourself an extra 5 abilities (ones that might completely change your approach).

Hell, I find myself holding off on certain abilities just so I know I’ve got them in reserve.

I didn’t switch much, it should be said. I can’t recall the exact cooldown - but it was enough to make me not want to switch back and forth.

One good thing about the combat is that it’s fast and visceral - which is probably why I didn’t feel comfortable switching sets.

I assume it’s the kind of thing you get used to and eventually excel at - but I must admit I would have preferred a larger arsenal independent of weapon choice.

In short, I prefer the traditional model where weapons don’t dictate a limited arsenal.

I think it’s a cool idea - and I like how weapons feel so different. But when the end result is limitation - it’s not what I would personally have wanted.

There are even ways to take advantage of switching with traits that boost you after switching. Thief has quite a few, from extra initiative after switching to bonuses to stats for x seconds afterwards.

Sounds interesting.

What IS the cooldown, exactly?

The cooldown is around 7 seconds, IIRC.

The combat and weapons are actually designed to encourage weapon swapping. For example, many classes have buffs you get when you swap weapons. Also, a lot of abilities have “combo” actions which do extra cool stuff when you combine attacks (the common example being Rangers firing arrows through a fire wall making fire arrows - but there are plenty more).

As far as the design of weapon abilities goes, there are quite a few weapons whose abilities have long cooldowns (on the order of 20 seconds) - Necromancer staff comes to mind. You’re not supposed to fire off 4 abilities and then do autoattack for 18 seconds, that’s silly. You’re supposed to fire off a few abilities (say root or a fear), then swap to your other weapon set, then use the abilities that combo well with the first.

So weapon swapping is really part of the core design of combat, and by not swapping you’re missing out on a lot.

Couple of last thoughts: Thief is considered one of the classes that needs the most work (Mesmer being the other). There are a couple of “good” weapon sets but many of them don’t work well, and so maybe your experience has been somewhat colored by that.

Last thought: if you feel like you don’t get enough variety, try an Elementalist or an Engineer. Elementalist core mechanic is specalizing in different elements, and when they swap to a different element, they get a whole new set of powers (and they’re not carbon copies of each other, either!). Engineers can equip weapon kits in their utility slots (7 thru 9) which, when swapped in, completely change the 1-5 abilities. So you can swap in a flamethrower and have a bunch of fire-based skills. Then you can swap in your Elixir Gun and have 5 completely new skills with which to work (because those two classes have these mechanics, they don’t use the weapon swapping mechanic).

The PVP video I linked earlier is worth watching to see just how effective a skilled Engineer can be. He uses all the tools at his disposal and there are a lot of them.

I think I saw that, and it really did inspire me to roll an Engineer! Of course, my experience is that I play at about 50% of the speed of someone like that, and I hit the wrong key a lot of the time, but a guy can dream, can’t he?

Yeah, I did the same. The effect was something like the first time I tried to ride a bike, or juggle 5 objects.

So , hey guys…what are you doing on 28th August?

Because … http://www.youtube.com/watch?v=t-CB0hheQRg