BrettWeir
Member
Oh just you wait till the weekend!
This is ZULFATE
Lies. It's ThedasSin.
WTB more Dub Veez Dub videos ... /twitch.
Oh just you wait till the weekend!
This is ZULFATE
Oh just you wait till the weekend!
This is ZULFATE
I ended up buying Tera in the meantime. A friend of mine was getting it, so I figured why not. Plus, I wanted to at least compare the combat, since there's so much shit slinging between the two game's fanboys.
It's a good thing Tera has good combat, because the rest of the game...
I have a feeling guild wars is going to pull a WoW.
Not as in the "insane amount of players" type of way. But I think it might be the first MMO in a long while that's going to have a gradual increase in players (like WoW did), opposed to the mass exodus that usually happens. Due to the fact it's going to have no subscription.. there's no reason for people to stop playing... and I think word of mouth will cause it to spread to people who might be overlooking it/ or passing it up.
I think most people stop playing MMOs simply because they don't enjoy them, not because of the subscription fee... plenty of folks don't play the f2p MMOs... although I do agree that it will do better than other MMOs.
I do think a fee comes into it. It's hard to justify paying 2 subscriptions to two MMOs at the same time. Especially if one you only dabble in. Not having a subscription makes it so people can still play their WoW, and not feel guilty they're paying for another game they might only play once a week. Not to mention the person who only plays once a week has MORE incentive to buy gems to keep up with people who play more often.
You guys are playing Tera? Arg. I am so anti-subscription fee that I just can't bring myself to do it, but I'd like to give it a shot if just to have something MMO-y to tide me over besides GW1. Gah. $12 a month right? I just can't.Yeah, you're on the list now too.
People who put the thoughts swimming around in my head down in type word for word exactly:
Hawkian
GrizzNKev
nataku
Hit me up sometime: I'm on the GAF server Dragonfall. CN is Didact because I'm a Halo nerd.
You guys are playing Tera? Arg. I am so anti-subscription fee that I just can't bring myself to do it, but I'd like to give it a shot if just to have something MMO-y to tide me over besides GW1. Gah. $12 a month right? I just can't.
As Ramsey says on Kitchen Nightmares, he only wants to hear the negatives about his food and not stroke his own ego his the positives. I feel Arenanet is stroking their own egos with this blog update.
http://www.arena.net/blog/link-roundup-beta-weekend-event
I want to hear what they have learned and what changes they have made from last weeks beta event. I don't want to hear the positives, i already got the game.
You have to buy it outright, so at least 50+ tax. Comes with a "free" month, though. And it's okay. As far as I can tell, you aren't missing shit. They say it gets better (as far as encounters go, not the overall game structure) later on and I have no reason to doubt them, so that's what I'm looking forward to. The combat system is refreshing though, but I much prefer GW2's. The rest of the game is standard MMO fare down to a tee, aside from a political system which only manifests itself after you reach max level and seriously integrate yourself into the community.
Hm, well they are trying to sell a product too. They seemed to be pretty receptive of stuff on the forums.
Tera is frustrating, because it could have very easily been a great game, (and despite its short comings, it probably the most simple and solid MMO of the past few years, IMO), but it just didn't have the follow through to be anything other than decent.
If it didn't take half the game to go by for proper combat to rear it's head, and it had more to support it, like a better game world, better questing, better class design, more subsystems and instead didn't just reek of generic Korean MMO with a hybrid combat system (I like it, but it sure as hell ain't Monster Hunter or true action despite what marketing and fans say, it's still hotkey/CD based, it's the most traditional/trinity MMO on the market that I can think of, it's really stationary and it has no supporting systems.).
I want to give it a better go in the future, now that I've slogged through the crap parts of it, but I sort of want to try another class and they desperately need some functionality to pass by the lowbie game again if you reroll because that ultra linear slog of junk was bad enough once. Probably nab it when the box price drops during some lull.
MMO publishers are all pretty shit in terms of communication. Blizzard was, freakishly, the most active in meaningful community discourse for awhile but then they realized it was easier to keep quiet and do what you want without being clubbed to death and have the same results.
But after the embarrassment that was: http://us.battle.net/wow/en/blog/2053469 I'd just keep my mouth shut anyway.
PCG: So you’ll be able to transfer your character between servers for free in Guild Wars 2. Can you give us details on how this’ll work?
Eric Flannum: Servers and server transfers work a bit differently in Guild Wars 2 than they do in a typical MMO. First, we ask you to choose a Home Server. This Home Server determines which side you play for in our World vs. World combat as well as which bonuses from World vs. World are available to you. Another difference is that our guilds exist across servers. Think of each guild as having a distinct “chapter” that exists on any world where guild members make their homes. So this concept of a home world is very important for Guild Wars 2 players.
A player may transfer from their home world to a new home world for a fee. This fee exists because we want players to make transferring to a new home world a very serious thing and not something that players do on a whim. Once a player pays to transfer, there’s a seven-day period during which they cannot transfer again.
A player may also choose to play on any server where they have a friend as a guest. We want “guesting” to be an easy way for players to play with their friends from different worlds, so we won’t charge any sort of real world money fee for guesting. Beyond that, we’re still working on what other restrictions we might need to impose and will announce more details when we have them implemented.
PCG: Obviously your home server is an important part of World vs. World battles. How will you keep easy access to server transfers from being abused by people wanting to join the “winning” team?
EF: The fee should serve as a pretty large deterrent to people looking to jump on the winning side. Beyond this, a player’s not eligible to receive any of the World vs. World bonuses during the match that is ongoing when they transfer. Because of our matchmaking system, you can never be certain that your side is going to win the next matchup, so you’d be risking your money without any guarantee of being able to reap the rewards that come with victory.
Switching teams right before the match ends is dishonorable and, in GW2, fruitless.
PCG: It’s really kind of surprising that most MMOs make it so difficult to play with your friends. Do you think every MMO can, and should, implement these sorts of features?
EF: Our guesting system is something that’s unique to the way we set up our servers, so I’m not certain how other MMOs would be able to do the same things that we do. That being said, I would personally love to see more MMOs play around with different ways of structuring servers.
PCG: So I can get to my friend’s server. That’s great. But what if we’re different levels? How will rewards work when high-level players are grouping with low-level characters in low-level areas?
EF: High level characters who are playing in low level areas still receive rewards appropriate to their “real” level. The rate at which they gain these rewards is lower in the lower level area than if they’d been playing in an area that was equal to their own level. This reward system works on a sliding scale so that extreme level differences are much less efficient than slight level differences. For example, a level 80 player going to a level 10 area would earn rewards less efficiently than a level 40 player going to that same area. We are always tweaking this number but we generally want to find a sweet spot where players feel rewarded without it being open to exploit.
People with exploding houses don't care what level you are, they just want help!
PCG: Is there still a way to powerlevel a friend’s character, and if not, was that an intentional design choice?
EF: The most efficient way to play the game definitely involves playing with other people although powerleveling in the classic sense is not possible due to the way we dynamically adjust character levels. This was an intentional choice since we want our game to be a social experience.
PCG: Are there any other features in Guild Wars 2 that help facilitate friends playing together, no matter what level or server their characters are?
EF: There are quite a few things that we implemented intentionally to help facilitate players playing with each other. For example, our waypoint system is designed to allow players to quickly and easily travel to wherever their friends are. Friends lists and guild membership are account-based to help people play with each other and not force them to remember a long list of alts. Whenever we design a new feature we always ask ourselves how it impacts our players’ ability to play with their friends.
PCG: Thanks for your time.
Is there any kind of software to check if your PC can run this game? (not canirunit.com or w/e)
I have a laptop with integrated shIntel graphics. 64mbRunning Windows? Click start and type dxdiag, click save info and then post the info from there in a quote here.
jus prgrss, plz
Working Against it
Guild Wars 2 places a lot of emphasis on its movement-based combat, but once you consider that it's still based on tab targeting and largely familiar abilities, you might find that its appeal wanes in comparison to games like TERA (or even WoW, if you're still invested). I've also noticed that players have a tendency to slip into the roles of healer, tank, and DPS, even though one of ArenaNet's selling points for Guild Wars 2 is that the Holy Trinity no longer applies. Its endgame also leaves too many questions unanswered, since it seems to focus almost entirely on forms of PvP and dungeon runs with comparable gear available from each. Players who want to raid will likely end up staying with other games.
This was good for a laugh:
http://pc.gamespy.com/articles/122/1224448p1.html
People were tanking and healing? Was he playing the same game I was? Kinda hard to tank when you can't taunt nor sit there and take hits and AoE heals that tick for less than mobs hit for and you sure as hell aren't a healer. Also, I think many people have a hard time grasping the concept that there's no raid or die AND people GROSSLY overestimate how many people raid in any serious manner. WoW's serious raidbase consists of ~5-8% of the playerbase and the amount of people who do hard modes is even less, point being creating content for a small amount of people is ultimately detrimental to your game. The more content you create for everyone the more people you retain, varied types of content is how you keep people playing. I won't get into anything else in regards to WoW because I'll just go off on a tangent, but I will say that it's been well proven that raiding isn't the only way to present PvE content and more so you don't need to turn your game into a treadmill.
Sweet jesus, finally. After 7 years I finally got 30 points in the HoM. I've been a poor ranger all my life, so if I can do it anyone can. I just played the game normally for the most part. Rangers never seemed to have any farming builds. Its been a good 7 years.
The only horrible part was grinding Aspenwood and Jade Quarry. I enjoyed the first couple of games, but trying to reach zaishen rank 3 was a killer. I can't imagine how it would have felt without the double faction week. I was definitely ready to throw up by the end... Now I'm officially ready for GW2. Lets GO!
WoW's serious raidbase consists of ~5-8% of the playerbase and the amount of people who do hard modes is even less
You know it's only 1 mil to get zrank 3.
It's kind of a lot, but you earn a surprising amount just vanquishing and doing guardian.
Currently 27/50, but 16/30 for gwamm. I also have over 2 mil saved up atm, but some of that is set aside for obby when my para reaches 20.
The serious raid base in WoW, back when I least heard any real numbers back in mid-Cataclysm when 4.2 was looming that launch raids were about ~5-6% clear of normal and sub 1% for a clear of heroic. LFR wound up getting fast tracked for a reason.
Now extract from that the people who aren't really fond of raiding but instead do the content because that is all there really is to do for progression.
I really doubt that anyone who actually knows what they're doing will be making raiding the prime focus in any game going forward, especially considering those numbers are from a game that has a historic and extremely well maintained raiding game as opposed to the filth in lets say...SWTOR. I did my bit with the bleeding edge back in the day, back when it was a bit fresher and there were a lot of rivalries and the content just made more sense. Even back then it was never huge, Blizzard has always sort of designed their end game content for a very niche audience and I'm surprised it took them as long as it did to try to make everything more casual.
I think raiding will always have it's place, in some form, just not as a focus and not how it's currently being done.
End games need to move out of dungeons, is my opinion. Part of the reason fees are being looked down upon as time goes on is there's very little "massive" about most modern MMORPGs, at least when you have to pay a subscription for it. Back in the day a lot more content took place in the game worlds, there was more mass scale PvP, open air dungeons, and lots of things that you just didn't see from other games. Those days are long gone and the internet is no longer this untamed wilderness. 99% of your game space for a short leveling game against 1% of instanced corridors for any remaining hundreds to thousands is a poor concept that probably needs to change in some way.
The serious raid base in WoW, back when I least heard any real numbers back in mid-Cataclysm when 4.2 was looming that launch raids were about ~5-6% clear of normal and sub 1% for a clear of heroic. LFR wound up getting fast tracked for a reason. Hell, when people came out to bitch about the insanely easy LFD mode and it's freebie equipment even Blizzard retorted that people just weren't doing the content.
Now extract from that the people who aren't really fond of raiding but instead do the content because that is all there really is to do for progression.
I really doubt that anyone who actually knows what they're doing will be making raiding the prime focus in any game going forward, especially considering those numbers are from a game that has a historic and extremely well maintained raiding game as opposed to the filth in lets say...SWTOR. I did my bit with the bleeding edge back in the day, back when it was a bit fresher and there were a lot of rivalries and the content just made more sense. Even back then it was never huge, Blizzard has always sort of designed their end game content for a very niche audience and I'm surprised it took them as long as it did to try to make everything more casual.
I think raiding will always have it's place, in some form, just not as a focus and not how it's currently being done.
End games need to move out of dungeons, is my opinion. Part of the reason fees are being looked down upon as time goes on is there's very little "massive" about most modern MMORPGs, at least when you have to pay a subscription for it. Back in the day a lot more content took place in the game worlds, there was more mass scale PvP, open air dungeons, and lots of things that you just didn't see from other games. Those days are long gone and the internet is no longer this untamed wilderness. 99% of your game space for a short leveling game against 1% of instanced corridors for any remaining hundreds to thousands is a poor concept that probably needs to change in some way.
So, what exactly IS Guild Wars 2 endgame? Outside of PVP which I have no interest in.
End games need to move out of dungeons, is my opinion. Part of the reason fees are being looked down upon as time goes on is there's very little "massive" about most modern MMORPGs, at least when you have to pay a subscription for it. Back in the day a lot more content took place in the game worlds, there was more mass scale PvP, open air dungeons, and lots of things that you just didn't see from other games. Those days are long gone and the internet is no longer this untamed wilderness. 99% of your game space for a short leveling game against 1% of instanced corridors for any remaining hundreds to thousands is a poor concept that probably needs to change in some way.
You're coming from a different perspective than a hardcore MMO player. They want the next MMO to be the only game they will play for the next few years.I've never understood the notion of endgame. It seems like it's this forced requirement that was brought about by subscription fees as an excuse to keep you paying. I've never bought a sub-based MMO before so I might not have a full understanding, but the word itself puts me off. When I buy a game, I'm paying to play it from beginning to end, covering as much content as possible during that process, then possibly starting over. Getting to the end of the game for the purpose of running an endless cycle of events seems incredibly boring.
I've never understood the notion of endgame. It seems like it's this forced requirement that was brought about by subscription fees as an excuse to keep you paying. I've never bought a sub-based MMO before so I might not have a full understanding, but the word itself puts me off. When I buy a game, I'm paying to play it from beginning to end, covering as much content as possible during that process, then possibly starting over. Getting to the end of the game for the purpose of running an endless cycle of events seems incredibly boring.
There's only so much content that can be played in a game before you start repeating things. An MMO doesn't need endgame content if you're not constantly paying to play. Normally when something ends I'm used to it, well, ending. When I bought Guild Wars 2, I accepted that it was going to be a large, but not infinite experience, similar to GW1.
Have there been any details regarding guilds? If they can span over several servers?