Amusing GW2 review - light profanity
From this thread, I will not be going to GW. It apparently completely lacks something that I have been lucky to have from CoH, and I don't think that I'll be able to make that transition.
TW/Elec Optimization
Shared loot and xp is somethin CoH did- it was not as advanced as in guild wars (you still had to team), but it was something CoH did.
Rewards for exploring are, too, something CoH did... even though it is not as advanced as in GW2. |
I really don't think you're understanding the shared loot thing though. EVERY MMO lets you share loot and xp when your'e on a team - COH didn't innovate anything when it comes to that. GW2 lets you do it with people you're NOT teamed with, which no one else does.
I really like GW2 because it seems like the developers sat down and went "what pisses us off and adds barriers to community in MMOs?" and then fixed it as best current tech allows.
Gee Mad, that's an interesting way to put it since she's the one who called me an idiot without provocation. So yeah Fey, what is up with the personal attacks?
I really don't think you're understanding the shared loot thing though. EVERY MMO lets you share loot and xp when your'e on a team - COH didn't innovate anything when it comes to that. GW2 lets you do it with people you're NOT teamed with, which no one else does.
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Again, this isn't a knock against GW. City of Heroes was the most innovative MMO on the market for 8 years, and it is good that some of the things they started or brought into the game are finally gaining wider acceptance (and improvement). However, my limited experience with the community of GW2 is that it isn't comparable to CoH's, and that is a big negative. Every thread I've seen, on this forum and others, has turned fans of the game incredibly defensive and nasty in a short amount of time. I've their forums, and they seem to be typical MMO forums, or in other words, bad.
In a year or two, after we've saved CoH (in some form), I might care enough to look at GW2 again and see if the things I dislike have been changed or the community has gotten better. They have a lot of positives, and seem to be actually innovative on a lot of levels.
TW/Elec Optimization
The thing about the community is that it'll probably get better. Games that encourage teaming and helping eachother out tend to enourage a better community as well. The game just launched though, so the general rabble of teenagers who just learned what curse words are will dominate the forums and the chat. Once those players grow up, and more mature players take residence, it'll get better.
Probably.
Or it could turn out like WoW and be terrible forever. I'm not exactly a psychic, but my guess is that it'll get better.
The thing about the community is that it'll probably get better. Games that encourage teaming and helping eachother out tend to enourage a better community as well. The game just launched though, so the general rabble of teenagers who just learned what curse words are will dominate the forums and the chat. Once those players grow up, and more mature players take residence, it'll get better.
Probably. Or it could turn out like WoW and be terrible forever. I'm not exactly a psychic, but my guess is that it'll get better. |
TW/Elec Optimization
My problem with the Guild Wars community hasn't been that I've noticed any preponderance of disruptive players, in fact it has all been quite civil in my experience on two different servers. Rather, the game's design does nothing to encourage anything but pick up teams. Maybe there would be a reason to join a guild if you were deeply involved in the PvP but as someone with no interest in that I have no motivation to do anything but treat the chat as a concurrent IRC system as I wander around. The first three dungeons don't require any special coordination beyond the capability of any old PuG and there isn't anything resembling the widely unpopular yet strangely effective minimum player counts for task forces and trials.
Everyone seems to like the world events that appear but are there any that encourage any behavior other than synchronized soloing? If so I haven't seen them.
You guys are seriously overlooking some major flaws CoH had and may still have while GW2 does pretty much every CoH does but better AND at launch. PLUS MORE
Now of course GW2 has its problems but dont come in here saying some **** like "CoH has everything GW2 has and they did it first" Thats ******* a flat out lie. |
The only reason that comparison is even being made is that we happen to be talking about GW in a CoH forum. My personal lack of involvement with Guild Wars is simply due to its gameplay. The only reason a comparison to CoH is even being brought up is that it is evident that I have played CoH for some time, for some set of reasons. It doesn't matter what "flaws" CoH had because obviously anyone posting here was already a player of CoH.
I think some people are getting WAY too upset about some players of CoH not thinking GW is the bees knees. WoW, Rift, CO, DCUO, Diablo 3, Aion, LOTRO, and D&D Online also have things that CoH doesn't, but they still do not hold my interest. Why is anyone all worked up about a CoH's decision not to play GW?
I think some people are getting WAY too upset about some players of CoH not thinking GW is the bees knees. WoW, Rift, CO, DCUO, Diablo 3, Aion, LOTRO, and D&D Online also have things that CoH doesn't, but they still do not hold my interest. Why is anyone all worked up about a CoH's decision not to play GW?
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However, someone going "the game has no instances and you can't team for story quests," I need to correct that.
And the whole "everything in the first 7 minutes of the video is all COH stuff!" honestly confused me and I wanted someone to clear it up for me.
Plus, just on an informative basis, I like to let people know "Hey, you can do X in this game," or help them find something they missed. It's a good game. If people don't want to play it, that's cool. But I'd rather they do it based on actual facts.
However, someone going "the game has no instances and you can't team for story quests," I need to correct that.
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It was also true that during the pre-launch window and shortly thereafter it was not possible to team in story instances. See any review of the game from that period for confirmation. How should I know that they fixed it? No, I must be a calumnious blackguard out on a personal vendetta!
How about an apology?
"Basically doesn't have any" - I'm supposed to apologize because you said that?
Also, the launcher didn't say you couldn't team for story quests. The launcher never contains patch notes. There's links to the daily notes now, but they pretty much were just posting patch notes on Reddit. And the patch notes said there was a bug and that sometimes, parties couldn't stay together for instances, but that they were working on it. There were workarounds, and again, my partner and I have duo'd every story instance.
So no, not gonna apologize because you said "and you can't even group for the story instances." You didn't say "there's a bug and I personally couldn't group for them," you made it sound like the game didn't HAVE that option. Just like you made it sound like the game didn't have instances.
Not to even mention the rest of your rant that was totally off-base.
And isn't it just mildly hypocritical to boycott or otherwise demonise NCSoft for their practices because it affects this game, but not boycott when they've done similar things in the past, up to and including the very nasty situation with Richard Garriot?
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What I am absolutely livid about is how dismissive NCSoft has been towards us. It's been over a week and we still don't know what happens to our subs if they go past November. We get no 'end of game' activities because they fired the whole dev team and put us on maintenance only. Even SOE for all the crap they take, shuts down their games with respect for the players and events to commemorate the game. NCSoft, doesn't think we're worth the bother.
WHY IN THE HELL WOULD I GIVE THEM MORE MONEY?
The business is not a person. I'm very sad for Paragon Studios, the community of the game and the game itself, but I can't in good conscience demonise ArenaNet for doing business with NCSoft. That's guilt by association, and ArenaNet are bending over backwards to provide a compelling, funny, thrilling and overall fun experience. |
But please don't take your personal bias, your personal prefences and most importantly, your personal hatreds or peeves out on a game that's just started. Because I bet this game got that and more. GW2 is doing a lot of stuff right that games before it did wrong. And it's even borrowed from this game and ensured that the journey is something you can enjoy with your friends at any point during it. Remember that. They didn't pluck that out of nowhere. Respect it on its own merits, not some other games'. S. |
The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.
I haven't seen anyone get het up about someone else saying "I don't want to play GW2." I know myself and a couple other posters are annoyed at the flat-out untruths that are being spun around. I seriously don't mind you saying "the game doesn't hold my interest, so I don't want to play it," and I'd never argue with you on that.
However, someone going "the game has no instances and you can't team for story quests," I need to correct that. And the whole "everything in the first 7 minutes of the video is all COH stuff!" honestly confused me and I wanted someone to clear it up for me. Plus, just on an informative basis, I like to let people know "Hey, you can do X in this game," or help them find something they missed. It's a good game. If people don't want to play it, that's cool. But I'd rather they do it based on actual facts. |
Well there are some very nice things about GW. I do like the character creator a lot. The "object interaction" system is great (i.e. the fact that you can pick up shovels, buckets, sticks, etc and use them). The overall level of polish is very nice.
The powers system is interesting but so completely different than City of Heroes I don't know how to make a comparison. The closest game to it I can think of is Diablo 3, although I do think the swappable powers work much better in GW than in Diablo 3. As for the powers themselves, so far the ones I've found have that SoTOR/WoW/Rift feel. A hallmark of this type of power design is short durations (relative to CoX), barely-there buffs (again relatively speaking), and design that clearly has PVP and balanced raiding/dungeon running in mind. That's a fine design goal, although IMO it leads to very same-y powers.
The overall game itself is IMO very, very reminiscent of Rift, if Rift had implemented some of CoH's better features. The "events" are specifically very Rift-like. The only difference is GW seems to have done a better job of handling "public parties." When Rift was very new, these events were pretty exciting too. I'm not sure yet what the fate of GW2's events will be.
What I haven't found in GW yet is that CoH feeling where you and 8 people set up an instance to an appropriate difficulty level, and everything is gogogogogo as hundreds of enemies come running at you in the span of a short few minutes. My main activity in GW is running around a map solo-ish, going to places where I see a a heart icon for quests or (straight out of the WoW-clone playbook) a plant/wood/ore icon for gathering resources. It's possible I'm still missing something major about the game. Maybe I need to find a group to play with. But I have a hard time staying logged in for any length of time.
My problem with the Guild Wars community hasn't been that I've noticed any preponderance of disruptive players, in fact it has all been quite civil in my experience on two different servers. Rather, the game's design does nothing to encourage anything but pick up teams. Maybe there would be a reason to join a guild if you were deeply involved in the PvP but as someone with no interest in that I have no motivation to do anything but treat the chat as a concurrent IRC system as I wander around. The first three dungeons don't require any special coordination beyond the capability of any old PuG and there isn't anything resembling the widely unpopular yet strangely effective minimum player counts for task forces and trials.
Everyone seems to like the world events that appear but are there any that encourage any behavior other than synchronized soloing? If so I haven't seen them. |
From what I've seen, if you want a challenge that's going to be far and away greater than most of the group content in CoH, you're looking for Explorable Mode dungeons in GW2. They're supposed to be much harder and require more teamwork than the eminently puggable Story Modes - which are so named because the whole point of them is for non-hardcore players to have the ability to run through the instance and experience the content and STORY of the dungeon. If just joining a guild for camaraderie and a steady group of people to play with isn't enough for you, then join one that wants to run explorable modes. Or don't since you've apparently thrown up your hands and said you're done with GW2, which is cool I guess, but it's kind of ridiculous to act like CoH is some kind of beacon of forced high-level coordination and communication that makes more than "synchronized soloing" necessary.
Indeed, OT. I've been playing with a friend and quite simply it isn't as good as City of Heroes for teaming by any measure. If I bring my highbie along with his lower level character I have to basically pull all of my punches or I kill everything in one hit, exemplaring considered. We can run around zones together but if he's already been to some areas and I've already been to others it becomes pointless to even try to coordinate zone completion with one another, yet if we just focus on filling one person's hearts the other is basically left unrewarded. One nice thing I will say is that the mini-dungeons that contain a boss and treasure chest at the end are actually pretty fun to team up for. Unfortunately I've seen no more than one per zone, while some zones lack them entirely. Like everything else, teaming for them becomes unnecessary as soon as you out-level them a bit.
theHaunt, it isn't that City of Heroes is impossible without coordination, or even especially hard, it's that it rewards it. You are motivated to team up with people and the content thusly gated will in my experience result in a teammate interplay that results in talking, coordination and on rare occasions friendship. You can run explore modes with any four other properly geared and leveled people and the only coordination you'll ever need is "hey guardian, get ranged block. kthx." As I said, maybe this is different at high level but they've given me no reason to assume that to be the case and I have a big problem with games that reserve all of the fun for the end.
theHaunt, it isn't that City of Heroes is impossible without coordination, or even especially hard, it's that it rewards it. You are motivated to team up with people and the content thusly gated will in my experience result in a teammate interplay that results in talking, coordination and on rare occasions friendship. You can run explore modes with any four other properly geared and leveled people and the only coordination you'll ever need is "hey guardian, get ranged block. kthx." As I said, maybe this is different at high level but they've given me no reason to assume that to be the case and I have a big problem with games that reserve all of the fun for the end.
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In CoH, I have multiple characters that can dive into a full x8 TF spawn, alpha away the minions and lts, and start punching chunks off of the bosses without worry besides making sure I keep some purples and greens on my insp tray. If a support AT pops some fire-and-forget buffs on me or locks down some mobs, I don't even need to worry about inspirations. I have no need to communicate with the team for most stuff in CoH beyond "hey dudes gather up for buffs, kthx". To the best of my knowledge, it is completely impossible to effectively solo a spawn meant for a full dungeon group in GW2. Every class does short duration, limited buffs, that can be coordinated for massive amounts of control and support, but it requires more effort than the type of crazy lockdown or immortality a good controller or defender can provide. Even in the hardest content of CoH, you rarely NEED to communicate complex strategies; everyone can pretty much just do their thing until the boss dies. Which I'm cool with. I like being a badass superhero.
But acting like GW2 magically doesn't foster communication while CoH does, when it's much harder for one individual player to overpower the hardest content in practice in GW2 is, well, kind of ridiculous. You can choose to communicate more, or less, in either game. But getting the most out of 1 second of team invulnerability takes a ton more communication to maximize than permanently putting your entire party at the defense cap like you can in CoH, and acting like it doesn't is disingenuous.
Indeed, OT. I've been playing with a friend and quite simply it isn't as good as City of Heroes for teaming by any measure. If I bring my highbie along with his lower level character I have to basically pull all of my punches or I kill everything in one hit, exemplaring considered. We can run around zones together but if he's already been to some areas and I've already been to others it becomes pointless to even try to coordinate zone completion with one another, yet if we just focus on filling one person's hearts the other is basically left unrewarded. One nice thing I will say is that the mini-dungeons that contain a boss and treasure chest at the end are actually pretty fun to team up for. Unfortunately I've seen no more than one per zone, while some zones lack them entirely. Like everything else, teaming for them becomes unnecessary as soon as you out-level them a bit.
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The problem in GW2 is "why should you build for anything other than damage(even when you can)?"
A simple example:
I had a Warrior that I built to be a 'tank'. I put his points into maxing out his Toughness and HP. I wanted to be the last man standing. The problem is that he isn't and that me sacrificing damage in no way benefits him or a team.
My friend has an offensive spec'ed Warrior. I run at two or three common enemies and start whittling them down. I take damage because the fight goes on so long and chances are those three enemies, even at 80 with rare gear, stand a good chance of killing me. My friend, who has about half the Toughness and HP I do, runs at them, crits them all and drops them in seconds, takes nearly no damage and doesn't even have to heal once. But that's just a couple trash mobs. What about crowds and fighting Champions? Well, the thing is, no matter how much Toughness and HP you get, it doesn't scale to the number of enemies you're facing. GW2 Warriors don't get an ability like Invincibility or Rise to the Challenge. And when facing a Champion, hell even a Veteran mob, the extra HP and Toughness is negligible at best; it's still about dodging and running from targeted AoE. And since there are no 'support' players, because Banners, CC and heals don't make enemies drop loot for you, even if you try to stand up to the enemy in these situations, you get zero help. Heck, I'm even still as susceptible to crowd control powers as someone who is trying to be a glass cannon or fragile speedster.
That's the main problem with the balance currently: if you're not build crits and raw damage, you're doing it wrong.
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You're right, I could explain what I mean better. Basically there are two issues here: Guild Wars does not differentiate players enough for my liking, nor does it force teaming enough for my liking.
Regarding the latter, dungeons are there, you can certainly do them, you'll get prizes for doing so, but they're such a tiny slice of the game. They do not seem particularly popular to me compared to the open zone content, and they're the only place where you really have to team up at all. Indeed, as I said above, in many cases teaming is detrimental to enjoying the bulk of the game's content, that being the stuff you do when wandering around.
Regarding player blandness, Johnny just said it better than I was going to. Everyone starts on a level playing field, everyone can do basically the same stuff and there is pretty much one correct way to play that every competent player* will gravitate toward rapidly.
Another thing that you brought up, theHaunt, is something I also care about: you can get super overpowered in City of Heroes. I don't consider that to be detrimental to teaming because in my experience it just never was. One person on a team can solo everything? Okay, that means you can split up and go twice as fast. Or it means you can divert more aggro to him and plough through enemies together but more quickly and safely. The point is, it's up to you what that means. That element is completely lacking in Guild Wars because everything is so sanitized. They don't want anything to be overpowered and are willing to work very hard to make sure that nothing is. At the same time, everyone has to be a little "overpowered" by City standards since they aren't willing to let any class be deficient in any way, as that would have an impact on soloing. Maybe you like that style of game but it isn't for me.
*By which I mean a generic competent player who always chooses the most optimal numerical solution when given a choice. Obviously real players will choose suboptimal numbers for a wide variety of reasons that don't make them incompetent.
How about we all just agree to disagree, yeah? This isn't getting us anywhere.
For the people interested, I suggest you do your own research. Delve into the wiki, go check some reviews, watch some gameplay videos. It isn't going to be for everyone, mind you. But it is worth looking into.
"I have something to say! It's better to burn out then to fade away!"
You're right, I could explain what I mean better. Basically there are two issues here: Guild Wars does not differentiate players enough for my liking, nor does it force teaming enough for my liking.
Regarding the latter, dungeons are there, you can certainly do them, you'll get prizes for doing so, but they're such a tiny slice of the game. They do not seem particularly popular to me compared to the open zone content, and they're the only place where you really have to team up at all. Indeed, as I said above, in many cases teaming is detrimental to enjoying the bulk of the game's content, that being the stuff you do when wandering around. Regarding player blandness, Johnny just said it better than I was going to. Everyone starts on a level playing field, everyone can do basically the same stuff and there is pretty much one correct way to play that every competent player* will gravitate toward rapidly. Another thing that you brought up, theHaunt, is something I also care about: you can get super overpowered in City of Heroes. I don't consider that to be detrimental to teaming because in my experience it just never was. One person on a team can solo everything? Okay, that means you can split up and go twice as fast. Or it means you can divert more aggro to him and plough through enemies together but more quickly and safely. The point is, it's up to you what that means. That element is completely lacking in Guild Wars because everything is so sanitized. They don't want anything to be overpowered and are willing to work very hard to make sure that nothing is. At the same time, everyone has to be a little "overpowered" by City standards since they aren't willing to let any class be deficient in any way, as that would have an impact on soloing. Maybe you like that style of game but it isn't for me. *By which I mean a generic competent player who always chooses the most optimal numerical solution when given a choice. Obviously real players will choose suboptimal numbers for a wide variety of reasons that don't make them incompetent. |
As for wanting to be overpowered - that's cool. That's a personal preference sort of thing, and you're right that GW2 doesn't want anyone breaking the system open. It's easier to allow that in a game that is nearly pure PvE like CoH, and fits the setting. I'm personally going to miss having my immortal badass characters quite a bit when the game goes down.
That said, Johnny, you're doing it wrong. No offense, but you are. They've been talking about a game with no pure tanks and healers for years now. You even mentioned the lack of the trinity in your opening line. So why the hell did you try to build a tank?
Speccing for toughness is something that's for melee in general in GW2, to compensate for the greatly increased lethality of melee NPCs and to capitalize on the big damage bonus that melee weapons enjoy. You want enough to give you a buffer around what your skill and luck can allow you to avoid - or ignore, in the case of my Guardian - but no, your job isn't to soak hits and never will be in that game.
Similarly, the roles are more blurry than CoH - and you can dislike that as a personal preference - but they still exist. If you're speccing for support on a warrior, then run a longbow and throw down AoE burns along with the buffs from your banners. Use a mace and warhorn so you can interrupt bosses in between buffing the party with banners and shouts. CoH puts the same demand on you in theory: control sets do damage, and Defenders have blast sets. The trinity is a soft trinity of control/support/damage, and you're supposed to focus on them from moment to moment in the unique way each class has for doing so.
That said, Johnny, if you want someone who captures some of the feel of an Invincibility of WP Brute, you want a Guardian. I run mine with sword/focus, and between 3 AoE blinds, 3 damage shields that totally block attacks, a ranged damage block/attack, and liberal dodging, I feel pretty damn resilient without having to sacrifice damage OR support.
How about we all just agree to disagree, yeah? This isn't getting us anywhere.
For the people interested, I suggest you do your own research. Delve into the wiki, go check some reviews, watch some gameplay videos. It isn't going to be for everyone, mind you. But it is worth looking into. |
I've found my guardian to be a rollercoaster of efficacy. Sometimes things click and it's great and sometimes I can blow through all of my skills and virtues and feel like I accomplished nothing. l2p? Maybe. Compared to playing even a semi-support character in City of Heroes, though, hard support in Guild Wars is awfully flaccid. Empathy's healing aura would be a massively overpowered ability by Guild Wars standards even if you weren't allowed to enhance it, and reliance on that power has long been rightly mocked on this forum. I don't want my ultimate elite skill, a thing I had to travel the lands to acquire the wherewithal to even unlock and which I can only use every four minutes due to the sheer determination it requires, to be worse than any given power in forcefield. I want to take a tier nine that makes me invincible for three minutes and then at the end I freaking explode and everyone around me is stunned, including the enemies.
My Characters
Shared loot and xp is somethin CoH did- it was not as advanced as in guild wars (you still had to team), but it was something CoH did.
Rewards for exploring are, too, something CoH did... even though it is not as advanced as in GW2.
Giant Monster like enemies that (most of the time) require teams or even leagues to defeat, and spawn in the overworld free of quests and such. Lusca is probably the most notable example, as it is exceedingly hard to beat alone without a rather expensive build. And even with a rather expensive build, chances are you're gonna die a few times.
The use of a cell phone and an exit button in CoH *helped* to curb running all over the map and backtracking through instances you've already cleared. I'd say CoV does it better, actually. The contacts there tend to give you their number after a quest or two, and the arcs tend to stay in one area. Again, GW2 took this idea and improved upon it, completely eliminating running all over the map dozens of times.
So yes, some of the ideas are based off of what CoH (and many other games) have done, and then those ideas were improved upon.
Of course, there are things that CoH did that GW2 did not, but... that is more a difference in target audience and genre than anything else. Namely, the lack of gear covering up your painstakingly crafted costume and the unrestricted movement. Both of those are things that go against the very core of games like GW2, and thus cannot be implemented. For instance, the ability to fly would make all the jumping puzzles instantly obsolete, as well as making dodging much, much easier. In order for flight to work, it has to be limited (like in Aion), or intended from the start (like here). Here there are no jumping or climbing puzzles, and whether something hits or misses is determined the instant the attack starts, not by whether or not you were within the line of the attack when it went off.
EDIT: PR, what's up with the personal attacks? We were having a reasonable discussion, no reason for those.