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Member
(05-11-2012, 01:58 PM)
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#6951
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The Tree of Liberty
(05-11-2012, 02:02 PM)
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#6952
I agree with you though, vertical progression systems are really only good for gating content and giving you bars to fill. The sense of progression players crave could just as easily be skill based (i.e. Player gets better at the game = player can play in more dangerous places), but it doesn't provide a simple metric which players can track or compare progress.
I'd rather have them drop level/experience and have them hand out stat boosts the same way they hand out skill points; by getting out in the world and doing stuff. Rather than getting an arbitrary stat increase whenever you fill the experience gauge, have it work like Zelda's heart containers; HP (and other stats, in theory) would be increased by finding items or 'growth challenges' out in the world. Maybe even after beating especially nasty chapters in your personal story too. |
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Member
(05-11-2012, 02:06 PM)
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#6953
Where can I download the beta client again? I have it on my old machine, but I want to install on my new machine.
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Member
(05-11-2012, 02:08 PM)
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#6954
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Member
(05-11-2012, 02:10 PM)
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#6955
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Member
(05-11-2012, 02:12 PM)
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#6956
I think the game would seem more crazy and in depth if it wasn't level based. It would be nice to consider zones as hard or easy as apposed to level 15 or level 40. I think in this way it would open up the world a lot more for exploring, no more next area for a specific level, just go out and do whatever. Also would force people to learn new ways of playing because you know if you got your ass kicked by a mob it wasn't because you were too low a level. |
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Member
(05-11-2012, 02:18 PM)
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#6957
I'm probably against the main sentiment in this thread but I love levels. I think there may be different ways to do it but in the end it's still just a level. Whether you get to level 12 to unlock Skill A or if you attack XX number of things to get Skill A it is still leveling.
I'm actually glad they left some aspects of an MMO in. I won't always want to log on and go WvW or do a dungeon, I sometimes just want to craft or mess around with auctions for a couple hours or gather or w/e ... I think that's what makes this game so special for me, is that I can do ALL of this and not pay monthly. I'll probably spend more in the cash shop than I would on a monthly fee but it's for stuff I directly want/need and I have the choice of not paying and still enjoying the game. I'm worried because it seems to address all the issues I've had with MMO's over the years and fixes them, it's almost too good to be true! I keep telling my gaming friends that this is the MMO that will break what MMO's should be, much like other games were "gamechangers". |
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Member
(05-11-2012, 02:27 PM)
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#6958
what's the advantage of just giving "hearts" and stat-boosts over levels? i don't understand why this is in any way a better system. |
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Member
(05-11-2012, 02:33 PM)
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#6959
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Member
(05-11-2012, 02:45 PM)
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#6960
Well they got rid of a lot of the big guys in charge of it's development, err, they left, and I believe on the one podcast I was listening to on gamebreakers someone mentioned they heard not only with the people leaving, but that they had to "restructure" the game 3 times now, most likely this time to being F2P and "features/core design", so maybe something similar to what GW2 is doing, especially after seeing how SWTOR is bleeding subs.
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Member
(05-11-2012, 02:48 PM)
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#6961
Don't get me wrong I like leveling in games usually, but for GW2 and how it is it seems like it could go without.
They want the whole game to be viewed as endgame, they want to put an emphasis on exploring and just having fun with doing what you want to do. What better way to do that then by getting rid of what holds you back? Without levels you would be able to go and do anything in the game you want to as soon as you step into the world. I would like it if they did some kind of currency with skills. Turn Karma into what is used to buy skills and traits. Make some zones mobs bigger and harder than other places in the game and reward exploration with bigger and more dynamic events. The game is basically like this after level 30 anyways. I just think the number is going to hold a lot of people back from considering the entire game as endgame.
Last edited by RepairmanJack; 05-11-2012 at 02:52 PM.
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The Tree of Liberty
(05-11-2012, 03:00 PM)
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#6962
Likewise for the Skill Challenges in GW2: yes, you're getting skill points as you level, but you can also zip around the map and earn them too (again, usually behind some kind of fight, as with the Windmill King in Queensdale). It's not just "XP under a different name" because it requires you to actually do something specific, not just kill an arbitrary number of enemies or complete quests. The only way to advance in this concept is to go out into the world and overcome challenges. They could be as easy as "kill this skritt" to as difficult as defeating a boss, navigating a maze (or jumping puzzle) or just being very observant and exploring. |
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Member
(05-11-2012, 03:05 PM)
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#6963
levels make it really easy to find content that's at a fun difficulty level for your mood. feeling brave? go do an area a few levels above your group. feeling lazy/drunk/etc... go run around in the crippled goblin alley newb area. they're already (anecdotally) having a hard time scaling content to be appropriate for players. dropping levels would make this even harder. |
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Member
(05-11-2012, 03:11 PM)
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#6964
you're already getting pretty-much what you're talking about just by putting a nice sword at the end of a jumping puzzle, or similar. that's non-level leveling that's in-place in the game already. they've eliminated levels for pvp, where it's not about exploration and character growth, but rather about a more purely build/player skill competition. pve/exploration gameplay i think would feel a loss from the removal of leveling. |
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The Tree of Liberty
(05-11-2012, 03:13 PM)
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#6965
All levels do in GW2 is artificially gate content above your level. We already know that a skilled player can dodge, evade and use their abilities to take on enemies much stronger than they are. All levels do is create a stat inflation so that your attacks only cause 4 or 5 damage. Without levels, the enemies can only be tougher because of their behavior and skills, their location within the environment (the lost art of enemy placement) or how many/what kind of enemies appear in groups (i.e. one mob vs. 2 and a healer). Most of that is already in the game, mind you; levels just create artificial difficulty. In my mind, an ideal game is one where the only barrier to progression is if you're good enough as a player to take on the enemy. GW2 without levels feels like it would have that.
However, Zelda doesn't use stats; you get more health as you explore/defeat bosses, but everything else is place solely on the player in terms of overcoming difficulty. You can't get stuck on a boss in Zelda and go grind for a few hours or track down better gear; you have to actually get better at the game. That would be my ideal, honestly, but if we absolutely HAD to have vertical stat growth, I'd be happy if it was solely item based (think Monster Hunter).
Last edited by Retro; 05-11-2012 at 03:17 PM.
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Member
(05-11-2012, 03:14 PM)
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#6966
Don't care about levels because anybody can grind them up. Same thing with rank, except for ladders. The only true satisfaction is dropping into in-game and being a known destroyer. But that is such a damn time sink and is why I really tip-toe around MMOs these days. /southparkWoWepisode
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Member
(05-11-2012, 03:24 PM)
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#6967
i'm sure that there are folk who want an mmo like that, but i'd be surprised if it was as compelling to as many people as a game with an in-game character growth system.
if i'm stuck at a boss in zelda i can go get more heal potions, get more hearts, etc... it makes *less* of a difference, but it's still there. |
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The Tree of Liberty
(05-11-2012, 03:31 PM)
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#6968
My ideal MMO would have 'levels' exist only as a rank, with your rank increasing based on merit ("Completed Dungeon X on hard mode" = 1 level, "defeated X players in a row without dying" = 1 level) So that a 'max level' player in the game means "Holy shit, that dude is awesome". |
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Member
(05-11-2012, 03:38 PM)
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#6969
Alas, most people don't like to actually work for rewards. Everyone wants a free lunch in gaming these days so mostly everything is all time sink based. Put in 1000 hours and collect that cred I guess. |
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Member
(05-11-2012, 03:42 PM)
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#6970
Last edited by RepairmanJack; 05-11-2012 at 03:44 PM.
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The Tree of Liberty
(05-11-2012, 03:42 PM)
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#6971
Ideally, I'd have an MMO that is stat-less, with players starting off as strong as they can get statistically, but getting more skills / options as they advance. Different tools vs. bigger hammers.
Since we're discussing progression in Zelda, however, it is worth mentioning that those games (with the exception of the first) have a different artificial progression mechanic, based on tools. I don't mean for it to sound like Zelda is the perfect solution to MMOs, even it has barriers to content as well. |
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Member
(05-11-2012, 03:46 PM)
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#6972
I like the leveling mechanic. I like being able to grind something out if I need to. I do like the puzzle aspect of action games but it's probably why I've stopped playing Zelda games is because that mechanic just doesn't do it for me. Having to find a boomerang to get past a door is about the same as having to be a certain level, you still run around and do stuff until you're able to do more stuff. It's really up to the game designer to hide these implementations well so you don't realize you're "leveling". I always thought Elder Scrolls games and Crackdown did it well, with leveling as you use something. It's probably why I love the skill unlock system in GW2. The good thing is that most people here seem to agree with what they do offer, whether some like an aspect or dislike an aspect it's never a "deal killer". I like big numbers!
Plus, I don't think MMO's in general are a good place for competition, but that's a personal opinion that I know is different from many.
Last edited by flyinpiranha; 05-11-2012 at 03:55 PM.
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The Tree of Liberty
(05-11-2012, 03:49 PM)
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#6973
Yeah, I was just throwing those out there as examples, but there would definitely be a method for tracking player progress as a group. You'd earn points for consistently being part of a winning team (and actually contributing to it, obviously), assisting in kills and such. Number of times you've revived players. Time between setting up siege equipment vs. it actually activating... stuff like that is possible.
Rank would only exist for players to look at each other and compare their progress. The idea is that an awesome player stands out as an awesome player by virtue of the things they have done. |
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The Tree of Liberty
(05-11-2012, 03:54 PM)
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#6974
Edit: Apologies for the double post, meant to edit this reply into the above post.
Right. I should say that I'm not knocking GW2, because it's actually taking steps towards my ideal and I am happy it at least does that. It's not perfect, but as you say, it's not a 'deal breaker' and it's the best I'm gonna get for a while, methinks. And my perfect MMO would never sell =p
Last edited by Retro; 05-11-2012 at 04:10 PM.
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Member
(05-11-2012, 04:06 PM)
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#6975
I think with combat they could've gone much further. Hate to bring Tera up, but it's true that targeting (and even chained active skills) makes a lot of difference beyond dodging and casting the way it happens in GW2. At this point it is moot to dwell on this tho.
In other [good] news I read that they were considering giving the Guardian more ranged options. ANET said they didn't like how the scepter became the de facto ranged weapon (staff's 'range' is a joke) so they were probably looking to redo some skills. We'll see.
Last edited by inky; 05-11-2012 at 04:12 PM.
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Member
(05-11-2012, 04:07 PM)
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#6976
My big thing I want is reward for exploring. I was a little let down by every thing being drawn out on the map in GW2. Sure there is more to exploring and I knew it would be like that to an extent but I was still a little let down with how far it went with literally everything being on the map.
Also in regards to that are the higher level zones restricted by level? I know they are level specific, but can you go to any zone? With scaling mostly stopping around level 30 does that mean at level 30 I could go to a level 60 zone? Edit:I'm tired of hearing about Tera combat. :lol I seriously don't see the draw, it was worse than wow to me. |
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Member
(05-11-2012, 04:10 PM)
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#6978
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Member
(05-11-2012, 04:11 PM)
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#6979
I really want WvWvW to work well. My and my friends are far too excited about the potential it has, and being able to hold a fort, or whatever as a group. We tried our best to do this in World of Warcraft, and it worked for a time, but there was never any real reward.
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Member
(05-11-2012, 04:12 PM)
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#6980
Edit: and with that last sentence I think I answered my last question on my own. :lol At least that second zone didn't seem level restricted.
Last edited by RepairmanJack; 05-11-2012 at 04:15 PM.
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One day I realized that sadness is just another word for not enough coffee.
(05-11-2012, 05:49 PM)
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#6981
Since content is scaled there are no reasons to have levels except as a kind of indicator to help people track their progress. Which is not insignificant, because as a "F2P" game GW2 will need all the players it can get to sustain a healthy income. Unique to MMOs is the desire to compare yourself with others, and levels are a big part of that. Even without levels you'd still need some kind of metric to gauge overall character progression, like Skill Points in EVE, although utility skills don't mean nearly as much since it's pretty easy to get all of them.
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Member
(05-11-2012, 05:56 PM)
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#6982
content is only scaled if you go to an area *below* your level.
you still have the ability to enter areas above your level without any ability modifications, so you can "scale" difficulty anywhere between "at-level" and "arbitrarily difficult" (unless there are other gating mechanics at-work (or you're already at cap)). i still suspect that they'll make low-level (pc de-leveled) areas easier in difficulty than at-level areas. they're doing so much dynamic scaling with number of participating pcs that i'm certain they're going to have trouble with difficulty balance (bwe players already hinted at this and they're "working on it" - hard problem though). |
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Member
(05-11-2012, 05:57 PM)
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#6983
What I would love to see, is a title/rank system and I'm beating a dead horse here. I'm glad they don't have player names, but seeing a rank title above someone's head gives an indication of how much experience they have put into WvW. I'll use DAoC (Hibernia) rank titles for an example: Rank 1: Savant Rank 2: Cosantoir Rank 3: Brehon Rank 4: Grove Protector Rank 5: Raven Ardent Rank 6: Silver Hand Rank 7: Thunderer Rank 8: Gilded Spear Rank 9: Tiarna Rank 10: Emerald Rider Rank 11: Barun Rank 12: Ard Tiarna It was intimidating to see someone with a high rank title because you knew that they have invested a lot of time getting those titles. |
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Member
(05-11-2012, 06:03 PM)
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#6984
Yeah, I can understand why they don't have names in WvWvW to stop potential abuse, but it does take away a certain 'fear recognition' from it. Personally, I'd love for people to know me and my guild for being pains in the arse if we've got a fort, for example.
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Member
(05-11-2012, 06:05 PM)
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#6985
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Member
(05-11-2012, 06:10 PM)
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#6986
You can see guild tags. I'm not sure if you have any way to see actual guild names, though. I never looked.
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Member
(05-11-2012, 06:12 PM)
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#6987
Yeah, I noticed the guild tags, but I'd like some identity in WvWvW.
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Member
(05-11-2012, 06:13 PM)
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#6988
can a mod change the title since the beta isn't live?
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The Tree of Liberty
(05-11-2012, 06:41 PM)
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#6989
From Facebook:
Quote:
Could be as easy as a ranking system with symbols. Symbols appear over the player's guild tag. Allow it to be turned on/off/hotkey activated.
Last edited by Retro; 05-11-2012 at 06:55 PM.
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Member
(05-11-2012, 06:55 PM)
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#6990
But regardless of my position on leveling, I have to vehemently disagree with the quoted statement. ArenaNet have created this game to appeal to people who have been dissatisfied with the current state of MMOs. As such, players from all walks, be they hardcore PvPers, roleplayers, or yes, even casuals, have flocked to Guild Wars 2 to see how they are making changes to the genre. Certainly the game won't appeal to everyone, especially the hardcore WoW players given the way the have downplayed the importance of leveling, gear, and endgame. But the point is players are coming to Guild Wars 2 looking for all kinds of different things, and I don't think we should really adopt a "No Causuals Allowed" attitude. I'm positive that's not what you meant, but it just rubbed me the wrong way when I read that. There are people out there that just want to log in whenever they can and just explore and quest, and feel rewarded for time investment. ArenaNet has designed a game where they can do this, without completely dumbing down the experience for the rest of the players, and I think that's awesome. Even better is that they way they have implemented the leveling system, the game will not become a grind to win experience, and PvP will always be skill over time invested. Obviously there are sacrifices made to do this, and one of those things is the gating off of content. But I guess I'm okay with that as long as the grind isn't too severe (and by all appearances it won't be). |
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The Tree of Liberty
(05-11-2012, 07:32 PM)
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#6991
I actually consider myself a casual player. But that doesn't mean I just want to log in and be spoon-fed content. I don't see how gating content is a requirement to any of the things you listed. If content is behind a skill gate, player just have to get better at the game to advance rather than have a number floating over their head tell them it's okay. I don't think it's too much to ask that people playing a game actually get better at playing said game to experience content. There's a difference between "Casual Players" and "Lazy players". |
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Member
(05-11-2012, 07:45 PM)
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#6992
+1 For no levels or set the cap back to 20. Felt limited in what I could do only cause of levels, want to explore nope, want to do personal story line nope, come back when you are X level.
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Member
(05-11-2012, 08:00 PM)
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#6993
I certainly have no problem with skill based games, as Devil May Cry and Demon's/Dark Souls are some of my favorite games, but I just don't want this game to be a hardcore "get better noob" experience. At least for the base level of just playing the game anyway; obviously the dungeons should be challenging, and the PVP should be a true test of skill. I'm sure we are on the same page on that. Anyway, I see what you are saying about skill-gating, and that could certainly work. But I guess I still like the idea of using experience as a reward. I like that no matter what I did in the beta, whether it was exploring new areas, crafting, doing quests, killing enemies, or participating in events, the game was giving me experience and making me feel that nothing I did was a waste of time. Maybe that's just me being a slave to the leveling system constantly patting me on the back, but whatever, I liked it. |
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One day I realized that sadness is just another word for not enough coffee.
(05-11-2012, 08:01 PM)
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#6994
Did Anet ever give a reason for not sticking to the 20 levels thing?
I thought that was actually one of the best parts of GW1. That character progression was tied to the skills you got more than anything else.
Last edited by Haly; 05-11-2012 at 08:04 PM.
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Member
(05-11-2012, 08:03 PM)
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#6995
No. Skill points --> attributes. Skills were merely the implements and focuses used to channel your attribute build, and they were pretty cheap to acquire unless you went stupid and bought all the useless ones, too.
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Member
(05-11-2012, 08:04 PM)
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#6996
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One day I realized that sadness is just another word for not enough coffee.
(05-11-2012, 08:04 PM)
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#6997
Wait, what?
Your attributes were more or less maxed at 20 wasn't it?
Last edited by Haly; 05-11-2012 at 08:08 PM.
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Member
(05-11-2012, 08:52 PM)
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#6998
The reason they put levels in is because people gave them shit for only 20 levels in GW1 and people like seeing big numbers/seeing "progression". It must have been a large enough number of people based on feedback for them to change from no levels to a level based system.
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Member
(05-11-2012, 09:09 PM)
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#6999
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Member
(05-11-2012, 09:12 PM)
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#7000
Quote:
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