Amusing GW2 review - light profanity
I absolutely love this video, thanks for sharing!
Either that, or NC/ArenaNet made an informed decision not to over-commit server resources to the GW2 launch. In other words, they'll accept whatever downsides come from an over-crowded launch in order to avoid the longer-term population/PR problems that too many servers represent.
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Of course they are going to still use the NCSoft forums since they're loyal to COH. They meant that AFTER COH dies they will be done with NCSoft.
I agree with Gecko and Aura. I was actually going to buy GW2 before the coh announcement...now I'm going to hold off a bit or I may never purchase it at all.
Am I doing it to hurt NCSoft? No, but I'm the one hurt and dealing with a great loss because I think...heck I know that they could of ended this game in a more professional manner.
EDIT: Oh and I've been a fan of Angry Joe for years. His review of Marvel Vs. Capcom 3 still makes me laugh my **** off.
I'm still doing my research on GW2, but I'll toss this in:
GW2, and any other game coming out now, gets no points for having things that it took CoH years to get. I would be shocked if it didn't. Wasn't that one of the things that people complained about (and still do) with Champions Online - that Cryptic had apparently forgotten all of the lessons that they'd learned from making their first game? The state of the art moves on and a new baseline is established. The presence of certain features is not a "plus", it is expected. You'll have to do more than that to impress me. |
Ever try to solo with a tank at launch of CoH? You'd hunker down with a spawn of mobs, and diligently work at whittling down their health. A few minutes later, some blaster would cruise by and nuke the remaining 80% of said mobs' health away, and take the proportional XP away at no risk, because you had the aggro. Pretty annoying.
Ever play any game with a gathering system, like WoW? Racing people to the mining nodes was fun! Wasting time in a dungeon deciding who'd get to tap the rare resource nodes was productive! Not.
Ever join an instance in an MMO and hear a round of ******** and moaning because your class or spec choice is sub-optimal? (Eyes WoW here.) Doesn't happen in GW. Neither does sitting around waiting for a tank or healer, both of which are in short demand because playing either role in a PUG is utterly unrewarding. (Another WoW reference. Also some in DDO and other games. Never seen this kind of garbage in CoH.) GW2 tries to eliminate that as much as possible, but to be successful you'll need to know how to run your character, because there's an expectation of self sufficiency built into the game. (The dungeons tend to be tuned on the hard side.)
Guild Wars 2 tries to take these annoyances out of the equation, and they do a pretty good job of it. You don't have to be ticked off if someone wanders by and helps you with something. You don't have to worry about who gets a gathering node, because everyone can hit the same node. Removing that kind of petty competition is fairly innovative, and worth while.
Another innovation is the downed state. When you lose all your health, you don't just pop to the nearest hospital or grave yard. You get a chance to rally by continuing to attack using an alternate tool bar. What you have available varies by class. My warrior may have the option to throw rocks at an enemy, while my elementalist can shift into mist form and move to a new position. You can chose to attack or to bandage yourself. The biggie, though, is that any other player who comes across you in a downed state can give you first aid. And they DO! This reinforces positive behavior, rather than other game systems that encourage petty competition. (Not that competition is petty, I mean competition over petty stuff.)
Overall, these are the selling points of the game. These, and the incredible graphics and decent music. Aside from these things, the game is still a fantasy MMO. You still kill X number of critters (even though X is a variable more often than not), carry crap from point A to point B, click on stuff, etc. That's all there. It's just packaged to be a lot more sociable. In beta, it was a very friendly environment.
Does it work out perfectly? I don't know. It's going to depend heavily on the player base and what kind of culture arises from it. The biggest hitch I see in their plan for a kinder, gentler MMO is that hardly anyone bothers to chat much. If you heal someone back up from a downed state, they may type a quick "TY" before moving on. If anything, the game may be too solo friendly in general.
My overall impression is that it's a solid, very polished, state of the art MMO. But it's still an MMO. I don't think any MMO will ever match CoH for the sheer thrill of a first time play experience. CoH was the first MMO I stuck with past the kill ten rats stage. (Where the rats were capable of beating your heavily armored a** into the dirt, btw.) You may not have felt *that* super out of the gate, but at least if you went down it was to some Hellion with a shotgun and not an over-sized rodent. Gain a few levels and .... Perez Park! Where I met my SG. Had a lot of fun times leveling with those guys.
. . . I think...heck I know that they could of ended this game in a more professional manner.
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NCSoft? You just get an abrupt announcement and a huge F-U.
I don't know why they did what they did. Personally, if I was running a company worth billions of dollars, and decided to cut off a service I'd been providing to tens of thousands of loyal customers, I'd handle things a little more generously.
My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom
My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom
Well, to me, it doesn't matter what this fellow says about this GW2 game, the interface is just horrible.
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The CoH UI is massive and in the way. I love CoH, and am a devoted fan, but it's one of the things I always hated about the game. I have to have at least four trays up to see all my powers, the chat is huge because it's hard to navigate through, the target and nav bar and HP are all giant, and as an added bonus in trials and other events you get an extra window that takes up half the screen. I seriously can't even see myself or what's going on sometimes there's so much clutter.
GW2 has so much less, and it puts all the important stuff in one place so you don't have to move your eyes around the screen to see everything. I don't know why you'd be upset with it.
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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Wait... what?
The CoH UI is massive and in the way. I love CoH, and am a devoted fan, but it's one of the things I always hated about the game. I have to have at least four trays up to see all my powers, the chat is huge because it's hard to navigate through, the target and nav bar and HP are all giant, and as an added bonus in trials and other events you get an extra window that takes up half the screen. I seriously can't even see myself or what's going on sometimes there's so much clutter. GW2 has so much less, and it puts all the important stuff in one place so you don't have to move your eyes around the screen to see everything. I don't know why you'd be upset with it. |
I can't do that in GW2. My power tray is stuck on the bottom middle of my screen where I personally find it to be a PITA compared to where I prefer to have it located in CoH, and my health window is stuck smack in the middle of my power tray where it's a constant annoyance
The Power Tray is also overlly restrictive. I have more powers/skills than I have slots in my power tray. In CoH if I need more slots I can just open up an additional power tray. I can have 90 powers/skills at my fingertips in CoH. I can never have access to more than 10 in GW2.
My Map is inconviently located on either the lower or upper right corner of my screen where I normally put other things in CoH and I'm forced to have it open at all times, whereas in CoH I can turn it on or off at my convenience.
Oh yes and the mission text is always floating in the upper right corner and cannot be turned off like in CoH so it's constantly interfereing with ones immersion.
No our UI here is vastly superior to GW2's
No it did not. Especially not at launch. GW2 just launch and your comparing the QoL stuff from CoH (and 8 year old game) to GW2 (just launched) and saying "CoH did it first and did it better!" No **** the game is old as my mothers britches.
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I'm not saying CoH was perfect. I'm not saying GW2 is bad.
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
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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.
You may enjoy CoH more than GW2 or prefer it better but please for the love of god don't compare the features and say anything like the quote above it's not true at all. It's not even close. |
My point (that you jumped beyond into make believe land) was that the game, right now, that is being cancelled out of the blue, was fun and had many of those same things - even if GW2 does them better - that this guy raves about like he's never seen or heard of any game trying before.
No problem - it's the first I've seen from him, and it was very well done, to the point where I was kinda jealous. Must have taken hours to make.
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If you want to support the guy, better go to his website and watch reviews there. YouTube pays crap for ad impressions, he lists videos there only to help new viewers find his stuff.
Guild Wars 2 tries to take these annoyances out of the equation, and they do a pretty good job of it.
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Yes, mining in Guild Wars annoys me less than mining in Tera, but "mining" itself annoys me irredeemably. The most you can do is make it annoy me slightly less, but you'll never make me LIKE it.
When City of Heroes launched, it had no gear, no crafting, no inventory management and no loot. And I LOVED the game for it. It was a simple, light MMO which didn't waste my time with busywork ******** and simply let me build a character directly and, most importantly, go play the game. MMOs of old were designed to be "virtual worlds" in the image of D&D campaigns more so than games - an environment for people to log into and live in, rather than a game for people to play through. I'm pretty sure that's not all MMOs can be, and it's high time we started seeing MMOs that aren't trying to be Ever Quest, but with less annoying crap.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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The Power Tray is also overlly restrictive. I have more powers/skills than I have slots in my power tray. In CoH if I need more slots I can just open up an additional power tray. I can have 90 powers/skills at my fingertips in CoH. I can never have access to more than 10 in GW2.
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Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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The CoH UI is massive and in the way. I love CoH, and am a devoted fan, but it's one of the things I always hated about the game. I have to have at least four trays up to see all my powers, the chat is huge because it's hard to navigate through, the target and nav bar and HP are all giant, and as an added bonus in trials and other events you get an extra window that takes up half the screen. I seriously can't even see myself or what's going on sometimes there's so much clutter.
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And I'm not sure what you're playing that requires four trays to see all of your powers, but I've never needed more than three. But that's the beauty of the UI - if you WANT four, you can have them. Hell, you can have up 11, if I remember correctly.
I like a UI which allows me to scale, resize, customize elements and move them around at will. There's no reason to dislike a customizable UI because it's as good as you make it. The only thing there is to dislike is your own job of customizing it.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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Sam, that is notentirely true, as the extent to which it can be customized is limited. I am currently using a lap top with a rather small screen, and no matter which way I customize, the IU takes up half my screen. I have to keep the important stuff (nav bar, target, power trays, chat) while also adding new stuff (stat monitors), and then on MMs I get this massive pet window. And then of course there is the hugely massive event window that you cannot get rid of. And yes, I'm aware that you can reduce it a bit, but that's all. I know whats going on, I don't need that window every time I run a DiB. Also, most of that cannot be resized. Health bar, no. Power tray, sort of. You can mess with the orientation but you cannot actually reduce it without losing some of your powers. Nav bar, target bar, also no. And if I want to see the chat, I can't resize that either.
Which leaves... what? What do I resize that magically eliminates this massive amount of clutter? I can move it around, of course, but that doesn't help. That's like a kid moving the food around his plate to make it look like he ate something.
Don't get me wrong, I love CoH. It is easily the best MMO I have ever played. But the UI is a nuisance at times, and an immense annoyance at others (mostly trials).
Why you would intentionally look to play MASSIVELY MULTIPLAYER games with a goal of whining about the multiplayer part.
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Also, because MMOs receive constant content upgrades, whereas a single-player game rarely receives so much as a patch to fix obvious bugs.
Also, "massively multiplayer" describes a persistent world with many people logged into it concurrently. It describes a design framework, not a gameplay framework. HAVING many people online at a time does not imply that I need INTERACT with many people at a time. Smart MMOs don't require this. Smart MMOs let me duck into an instance when I want to do something by myself. Guild Wars tries to make me "social" by putting the bulk of its content outdoors where I'm expected to cooperate with other people.
I've gone at length about how being a face in the crowd ruins my sense of achievement. It's why I don't run iTrials. I want what Guild Wars offers as "my personal story" as content for my entire playtime. It doesn't have to be as high-qiality as that particular story, but I want A story that takes part in an instance. Then, if I feel like teaming with other people, I'll invite them myself.
I'm not displaying anti-social behaviour. I'm displaying private behaviour. As you can see by both my post count and my posting history, I don't dislike people, I don't dislike interacting with people and I have nothing against the community. However, I want those interactions to happen on MY terms - when I want them, if I want them. When a game is structured so that it doesn't "mingle" me with other people, ONLY THEN do I have any desire to go out and look for people on my own. When the game does what it can to make me social, I simply delegate my social energy to the game and go with the flow, seeing other people as a burden.
It's a mistake in modern game design to try and delegate as much of what would normally be social interaction to the game's systems. The more the game tries to be social for me, the less I care to do anything on my own. I'm the most social in games not built to encourage that, because those are the games which require me to be involved the most personally. Trying to "foster community" by just jamming everyone in the same overworld doesn't put people together to make friends. It sticks other people in my way. It doesn't help endear me to others. It makes me irritated that I keep tripping over them.
You don't encourage socialisation by literally putting people in proximity of each other. You encourage socialisation by providing tools for those times when people want to SEEK OUT social interaction. You make people look for it, you don't shove it in their faces.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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Yes, mining in Guild Wars annoys me less than mining in Tera, but "mining" itself annoys me irredeemably. The most you can do is make it annoy me slightly less, but you'll never make me LIKE it.
When City of Heroes launched, it had no gear, no crafting, no inventory management and no loot. And I LOVED the game for it. It was a simple, light MMO which didn't waste my time with busywork ******** and simply let me build a character directly and, most importantly, go play the game. MMOs of old were designed to be "virtual worlds" in the image of D&D campaigns more so than games - an environment for people to log into and live in, rather than a game for people to play through. I'm pretty sure that's not all MMOs can be, and it's high time we started seeing MMOs that aren't trying to be Ever Quest, but with less annoying crap. |
Well that's an interesting perspective. Personally, I've always disliked crafting because it often was such a sink at first that you'd *lose* money playing that side-game until you were practically maxxed...then you'd bank on everyone. As a mini-game, it was an interesting prospect but after going through your first few batches of goods, it wore pretty quickly. Because now I was looking at the world like "okay, I need to cut corners with costs here or I'll be broke and won't be able to get good gear in a few levels. If I can set aside just X amount of currency for selling on the auction and gather costly resource Y instead of buying it..."
No idea how GW2 handles that side of crafting but I'm libel to say crafting in and of itself is just dated annoying crap.
Lots of people envision their character capable of doing more than just swinging a weapon. That a game built to provide you a long-term gaming experience tries to offer other avenues of play isn't, IMO, trying to copy MMOs of old. A game is better for offering these things rather than not offering them at all. On one side, if you don't like the side-game/mini-game, you can opt to not play it...vs being only able to do one thing.
That said, I'd particularly enjoy more 'learned' activities for characters that didn't directly tie into making/obtaining goods. Like, it would be very interesting if you could choose a profession like 'Personal Trainer' that then lets you visit a towns local barracks and then go through the process of 'teaching' the NPC guards. Now those guards are stronger and better equipped to fend off attackers...
Or maybe a political career where you'd then establish cease fires, safe zones, treaties and aliances with warring factions that'd offer alternative ways of affecting the world other than blowing things up. Because some people actually like the concept of a learned aristocrat who deals with kings and nobles...yet isn't below picking up a knife, putting on a mask and assassinating a few pesky enemy generals.
I think one point you can keep in mind, Sam, is other players often have other preferences. It's no more adverse to try and touch on lots of little things in a game to make lots of people happy than it is to focus only on instanced play with no interaction with any player or NPC at all like you seem to want.
Which leaves... what? What do I resize that magically eliminates this massive amount of clutter? I can move it around, of course, but that doesn't help. That's like a kid moving the food around his plate to make it look like he ate something.
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I don't disagree with the nuisance that is the event window, though. I wish there were a better way to handle this. Also, I suggest NOT using the new Team Interface. Use the classic one. The new team interface is big, fat, cluttered and designed for huge monitors.
Realistically speaking, the biggest UI chunks you have are power trays and chat. If you can keep chat smaller, even down to a single tab instead of the over/under format and keep any additional power trays elsewhere but stacked on top of your regular trays (I have my extra one in two rows of five on the bottom between my power trays and my chat tab).
I ran the game at 1280x1024, which isn't a huge screen, for almost my entire time here - probably 6 out of 8 years - and I managed to arrange my UI to work pretty much fine. It was big-ish, yes, but not that big. So unless your laptop is running at 1024x768, you should be able to do relatively fine. And I never scaled my windows, either.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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The last time I tried resizing the window it caused... weird things to happen. For instance, even outside the game a good inch on either side of my screen would be blacked out, forcing me to have to close the game completely if I want to actually navigate the browser.
Well that's an interesting perspective. Personally, I've always disliked crafting because it often was such a sink at first that you'd *lose* money playing that side-game until you were practically maxxed...then you'd bank on everyone. As a mini-game, it was an interesting prospect but after going through your first few batches of goods, it wore pretty quickly. Because now I was looking at the world like "okay, I need to cut corners with costs here or I'll be broke and won't be able to get good gear in a few levels. If I can set aside just X amount of currency for selling on the auction and gather costly resource Y instead of buying it..."
No idea how GW2 handles that side of crafting but I'm libel to say crafting in and of itself is just dated annoying crap. |
I prefer crafting systems like those in Kingdom of Amalur or, heaven help me, Darksiders 2, because they're simple and they focus on actually planning out what you'll create more so than getting the salvage to create it. City of Heroes has probably the worst, least exciting intepretation of crafting since Ever Quest, simply because "crafting" is nothing more than a button press. Everything else is resource management and scavenging.
Consider what a real craftsman is praised on - workmanship, skill, quality, attention to detail. Consider what a real craftsman ISN'T praised on - trudging through the woods to mine rocks to smelt into rods so that he can stuff it in a cake oven that spits out a sword. If crafting is supposed to be a major part of the game, the act of crafting itself should be what the mechanic revolves around, not the scavenger hunt for resources. I get that it's common for a sword of Mythril Ore to be ten times as good as a pig iron sword regardless of what inept troll crafted it, but to me, that's not crafting. That's foraging, with crafting only as an afterthought.
Turn it into a game. I'm sure there's some iPhone rhythm game out there around hitting a piece of iron with a hammer in the right places at the right times, and I'm sure someone can put together a list of procedures needed to maked a decent blade that involves heating it, beating it, cooling it, reheating it and so on. I'm not a blacksmith so I don't know the specifics, but I know it involves more than putting a ready-made sword on an anvil and smashing it with a hammer 15 times.
You can make crafting fun, but you have to set out to make CRAFTING fun, rather than focusing on the resource management system for the salvage you need to start crafting in the first place. Consider, for instance, how we have infinite ammo in City of Heroes, even when we fire special high-tech rare toxic bullets. Why can't a crafting profession assume we have access to infinite resources and instead focus on out ABILITY to use them? But then that's hard to design, since you'd need a whole other game around it. You can't just scatter the salvage around the world using the pre-existing loot system, and that's hard.
*edit*
Even MineCraft is more "mine" than "craft." You have a list of recipes for what arrangement of which resources makes what items, and the "game" aspect of it comes down to actually finding the resources. The actual crafting comes down to arranging items on a grid and clicking a button.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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I will have to say, CoH interface is bulky. Every element bar has a lot of dead space that goes wasted, only there to frame the GUI element itself. It is something that adds up rather quickly.
In addition, the power navigation menu is a joke. And the Incarnate screen is in a rather unintuitive place (yea once you get used to it you know where it is, but it took me a good week to not have to hunt for it to open it up.)
Inventory is another mess, and the crafting menu gives me a headache.
I really dislike CoH's interface and scaling does nothing to fix it.
That's not really a UI concern, it's the way the game is balanced. The game is set up so you can eventually have all the skills. If you could have more than 10 skills they'd either have to be far less useful or you couldn't get as many. The game makes you select the type of build you want for specific settings. For instance I want to play a necromancer whose powers are all pets. If every necromancer had all the pets and still had tons of curses and health drain powers and healing wells, they'd be crazy powerful.
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Fair enough. I'll accept the balancing issue as far as that's concerned, but that does't affect the other things I find to be annoying about their UI compared to ours.
My ability to customize my UI in CoH is something I cherish, and find annoying when I can't do it in other games.
But I honestly don't expect others to agree with me since it's a personal preference.
The UI isn't perfect, but it's the only one I know and anything else would feel foreign at this point.
And I can arrange it/shrink it enough to be able to play on a 10.1" screen when I need to. It's not the ideal setup, but it's doable.
Suggestions:
Super Packs Done Right
Influence Sink: IO Level Mod/Recrafting
Random Merit Rolls: Scale cost by Toon Level
Having only played CoH, I see these other UIs, and I simply loathe them.
And forced teaming? yuck.
Horrible UI? ...what? What are you even looking at?
You guys are coming up with some...creative things to hate on, I'll give you that. I get it. You guys don't like anything not CoH. Case closed.
"I have something to say! It's better to burn out then to fade away!"