I keep hoping for another game to come out that captures me like DAoC did but just keep getting let down in that sense. I can't even really put my finger on what made the PVP in DAoC so much more enjoyable then any other MMO PVP since.
As far as GW2 goes, I really loved the exploration and the area / world design but outside of that I can't say much else stood out to me. Post level cap content in PVE and PVP was pretty disastrous. The lack of the trinity class system while a worthwhile idea to chase just didn't work and ended up with very unfocused feeling combat and poor PVE encounter design.
I loved this game, hit the level cap and never logged into again. I really hope some of the new content and help me recapture the magic.
yup same here
and I strongly disliked the last two enemy-ridden territories. Shite got annoying fast
I also agree about the absence of trinity. Game showed you can't always innovate and get better results
Removing the Trinity was one of the best things about the game IMO.
I'd be interested in seeing how many refunds they've given out also.
Not being a jackass, I'm legitimately curious.
fixed that
RvR in DaoC was more smaller scale and focued that GW2 WvWvW. The hugeness of the WvWvW battlegrounds just make it so that it promotes zergs to circle each other. In DaoC the huge battles were focused to more contained area and kept the action flowing
Stopped playing after a few weeks, and pretty sure all my friends did also. Removing the Trinity was one of the worst things about the game IMO.
Probably somewhere around 0.I'd be interested in seeing how many refunds they've given out also.
Not being a jackass, I'm legitimately curious.
Zergs were a big part of DAoC as well though, I think what made it more tolerable was that you could set up a small group of coordinated skilled players and zerg bust to great success in DAoC but I never got the sense that it was possible at the same scale in GW2.
GW1 and GW2 are the only "MMOs" that I have played so to me it seems like 3 million copied in 6 months shows that the game is really good and sold well, but everyone here seems to be dismissing this.
Is it because other MMOs sold way more in 6 months?
I'm squarely behind the decision to utterly eradicate the trinity and I hope the game's success encourages them to stick to their guns in that regard rather than veer back toward it to appeal to traditional MMO conventions.I agree. I actually love the fact that there are no dedicated healers.
The fragmentation from fractal levels is probably my biggest issue with the PvE side of the game at present and seemeed really out of sync with the philosophy up til this point. But! It's being fixed in the next patchwhen they added Fractals it was super fun, easily the best dungeon content in the game, some of which seemed to prove you could do good instances without a trinity system, but almost immediately it segregated me from my friend who was grinding them like mad, so I had to sit around scrounging for groups to catch up.
I've had good times in some dungeons but I find them to be shockingly inconsistent. Especially if you're new to them. There is no indication that you're taking your party into a 20 minute run (one of the CoF paths) or two hours of teeth grinding hell (Arah), or how difficult they are. And when they added Fractals it was super fun, easily the best dungeon content in the game, some of which seemed to prove you could do good instances without a trinity system, but almost immediately it segregated me from my friend who was grinding them like mad, so I had to sit around scrounging for groups to catch up.
These aspects wore me out. People seem to hate on the DE system but exploring areas to find those and jump puzzles is far more fun and engaging to me. This is one of the few modern MMOs that lets you explore that way and actually FIND things. Some of you who hate the game should give it a try, instead of running from marker to marker. That is, if you care at all about exploring In a video game after what years of MMO playing has done to many of your brains.
I'll be coming back when WvW gets brushed up a bit. That's the mode I'm most interested in, and it has been on the verge of greatness since the beginning. It wouldn't take massive changes for it to be something extremely fun and addictive.
Yes. What is missing from the zerg factor in GW2 is the ability for small coordinated groups to regularly succeed in destroying large, unfocused groups. Then again today's MMO gamers would shit the bed if they had to deal with a well-executed mez-into-butter-churn destruction. Judging by how they react to modern offerings of CC they'd probably come out the other end with emotional scars.
One of the ways the teams plans to go about this is by “expanding and leveraging” the achievement system, which will allow players to earn new rewards for achievements, add tokens for for said achievements to turn in for rewards. New rewards examples provided were ascended gear and infusions. Support for daily achievements will be different each day of the week, and later on, a system allowing players to complete a “subgroup of achievements” to fulfill dailies will be added.
GW1 and GW2 are the only "MMOs" that I have played so to me it seems like 3 million copied in 6 months shows that the game is really good and sold well, but everyone here seems to be dismissing this.
Is it because other MMOs sold way more in 6 months?
Probably not that many. Typically the vast majority of people don't bother even if offered. So I'd be surprised if it reached the several hundreds.
Probably somewhere around 0.
You can zerg bust in gw2. I've seen entire zergs wiped out by a handful of skilled players running the right classes and equipment. It's hard and you have to be really good, but that make sense if you want to wipe out 20+ people.
The tools aren't really there to the extent we're talking about.
The thing that bothered me most in GW2 is that after you hit level 10, you have all the skills you will ever have. So there's nothing to look forward to in the upcoming levels.
http://wiki.guildwars2.com/wiki/Utility_skillThe thing that bothered me most in GW2 is that after you hit level 10, you have all the skills you will ever have. So there's nothing to look forward to in the upcoming levels.
The thing that bothered me most in GW2 is that after you hit level 10, you have all the skills you will ever have. So there's nothing to look forward to in the upcoming levels.
You can't even unlock all the utility skills by level 30 let alone all the elite skills. At level 10 you don't even have all of your utility slots unlocked.You mean level 30
You only have 8 skills slots unlocked at level ten, which does not include your elite skill. You only have a handful of skill points. No real access to runes, Armor, dungeons, sigils and the like.
Not sure what you're talking about then.
Not sure what you're talking about then.
You can't even unlock all the utility skills by level 30 let alone all the elite skills. At level 10 you don't even have all of your utility slots unlocked.
But theoretically you can unlock all the weapons skills for a class even before level 10, I assume that's what he's talking about (although I like it).
Not to mention traits, which you technically don't have full access to until level 60.
When I say zerg busting from DAoC I mean a group of 8 people taking out groups of hundreds of people not just 20-30. There isn't the same kind of precision based CC and support skills mixed with outstanding class synergy in GW2 as DAoC has.
All serious PvPers in DAoC had very similar gear builds with capped stats and all the same tools available to them so it came down to who could take advantage of what the game provided you better. GW2 had way more variables in play gear and class ability wise and nowhere near the same amount of control and support options.
It is hard to explain unless you have played both games at similar levels I guess. I definately didn't get the same feeling of control in GW2 as I did in DAoC.
There's a pretty low sort of critical mass you hit in GW2 where small groups are ineffective without very specific siege setups. Because of the blanket AoE target cap and very low amount of CC, the group dynamic ramps up in power extremely fast.
In DAoC, the group dynamic does not have that kind of scaling power. A single AoE mez will nail an entire field of people if said field of people decides to all stand in a shitty grouping. In the same way, you could blanket said group in AoE damage. It's very hard to hit that kind of critical mass then, because a small group can still catch out a very large one that makes poor choices in routes or engagement locations. The game mechanics of GW2 generally serve to protect players even when they make those mistakes to a pretty significant degree.
Really liked the world of GW2 but coming from Tera the combat wasn't anywhere near as good as that. I really missed the trinity system as well, esp since i usually play a Tank and my wife a healer.
Gw2 World + Tera Combat + Raiding(at least 10 man) = best mmo ever.
"Also I hated the 'downed' system."
The downed system is a total bandaid to cover up the lack of the trinity and reliable healing. I think this is a core problem with PvP, downed state almost singlehandedly ruins it.
Their holiday pvp events have shown more interesting mechanics and potential than the actual current spvp.
4v30(ish) in this video: https://www.youtube.com/watch?v=-919RMwyfnk&feature=player_embeddedYou can zerg bust in gw2.
"I really liked what I played of this (I only reached level ~30 but I played used quite a few different classes). However, I'm still not sure that the almost complete removal of the holy trinity was a good idea. People complain about being locked into specific roles but it sure as hell helps with encounter design and PvP."
I'm inclined to agree. All of the PvE encounters are some of the worst in any MMO and SPvP (which is generally where I spend a majority of my time in MMOs, I even enjoy instanced PvP in completely awful MMOs) wasn't compelling at all.
Stopped playing after a few weeks, and pretty sure all my friends did also. Removing the Trinity was one of the worst things about the game IMO.
I also agree about the absence of trinity. Game showed you can't always innovate and get better results
The problem is that they didn't innovate. Did they ask themselves:
"What are the gameplay benefits in having the trinity?"
"What will be lossed if we remove it?"
"How can we make for it in other ways?"
Doesn't seem like it. They simply removed an important game system, without any attempt at understanding why it was important, and what could be a sutable replacement.
The result was spectacularly boring combat.
Also I hated the 'downed' system.
Oh good lord. Just make Dark Souls bigger, allow friendly phantoms to cohabitate the world at random and store character data server side and it is my dream MMO.I'll take Dark Souls/Chivalry animation lock/parry/riposte gameplay for my dream MMO, please.
I've been playing since headstart almost daily and can't agree with this.The result was spectacularly boring combat.