What's sad is that is exactly what their living story is. At least the few that I bothered looking at. It's a new zone with a 24/7 champ train going around doing all the stuff. You get all the achievements in ~2 hours while in a pile of particle effects. Then you're done and waiting for the next train.I feel like Anet are distancing themselves from open world gameplay, partly because players tend to make it hard on them (champ trains, mass zergs at worthwhile event chains or bosses), while Anet probably dreamt of a game where everyone just walks though the world and does the events they come across instead of seeking out the worthwhile ones.
I don't think I'm underestimating events - I think a lot of you guys are giving them too much credit. When you've got Colin making videos 2 years before launch about how rote and boring most MMO combat is, and how deep and actiony GW combat is, and it ends up not being that, you have to facepalm at the smarmyness of it all. Same for quests and hearts. It's fucking ridiculous to act like hearts or events are drastically different than anything wow has ever had - events are MARGINALLY different, much like war public quests which were mentioned, but they're way too predictable and stale - that system is good with work. Wow has that now since timeless isle came out because they see that that is a GOOD way to handle some stuff. GW2? Acts like hearts and events are factually superior to quests, and what I think has been shown is that a mix of all of these things where appropriate is ideal. The heart system was fucking stupid, there isn't a single heart in the game that amounts to more than 'run around and click F on things' or 'kill things in this area until full'. For Anet to act as though it's a revelation in how content is delivered is a joke, the act of picking up and turning in quests isn't the tedious part of old wow questing - it's the fact that every quest is kill 10 mobs or click on 10 things on the floor. Wow hasn't been that way in YEARS. Look at Wildstar, look at TSW, look at ESO. All of these games have a lot of VASTLY more interesting questing experiences than what ArenaNet would have you believe is the standard as of GW2's launch. WoW has quests that blow any GW2 scripted event out of the water for fun and creativity, and has since...Wrath of the Lich King? 6-7 years ago.I feel like you're willfully attempting to not understand what is being said in this conversation as a way to maintain some kind of faith in GW2.
I do think the Yanger is underestimating the event stuff in GW2. I think the events are an incredible idea and one of the best parts of GW2, but they're a first pass if you will. I don't know of any other MMOs that have tried to do what they did and I really wish other MMOs would copy and improve on it. ESO kind of copied them but went the phasing / individualized route and didn't have the ability to execute really well.
lol? Very good at it? The only limiting factor on what you can do are cooldowns, there is literally 0 depth to the game. There's depth to making builds and gearing perhaps, but actually playing a character? involves appropriately blinding/ccing/otherwise juking attacks, dodging, healing. Shit is nothing fancy at all.They realized that hearts blow, thats why none of the new zones have hearts.
Disagree on combat. If you don't think GW2 had very good combat, you weren't very good at it. It took people a while to get good at the combat system, so judging by shit at launch doesn't do the combat system justice.
That's just not right. Gearing and speccing are not really hard. (I may be biased as I just spent two hours trying make a Secret World Spec.) Attacking in the most recent parts of the game is all about fast movement, well times dodges, saving your heals for when you need them, purging stuff off of yourself and might stacking. What makes GW2 really great is how much movement you need and how responsive the keys are. There is no game as good at it at all.lol? Very good at it? The only limiting factor on what you can do are cooldowns, there is literally 0 depth to the game. There's depth to making builds and gearing perhaps, but actually playing a character? involves appropriately blinding/ccing/otherwise juking attacks, dodging, healing. Shit is nothing fancy at all.
I liked hearts better than traditional quests because you could complete them in multiple ways usually. That having been said, I thought that they were the most traditional and WoWlike of all the leveling paths (excerpting maybe just killing/farming stuff but no one uses that method as far as I have seen).Hearts >>>> Quests in my opinion. The less clicking and collecting "!"s I have to do the better. I like going across the map doing shit and not have to worry about shit. I think the combat in GW2 was very well done, better than Wildstar imo. I agree with the rest though.
Remember those quests parodied (until MoP): Kill me 10 Renowned Paladins. Nope, the Experienced ones next to them don't count. Now that you've killed 10 Renowned, go kill 12 Experi... what? You already did? Don't care, it's kill them now, not then.The heart system was fucking stupid, there isn't a single heart in the game that amounts to more than 'run around and click F on things' or 'kill things in this area until full'.
Hearts >>>> Quests in my opinion. The less clicking and collecting "!"s I have to do the better. I like going across the map doing shit and not have to worry about shit. I think the combat in GW2 was very well done, better than Wildstar imo. I agree with the rest though.
Hearts are strictly superior to 'kill 10 bears' yes, too bad this isn't 2004. Wow quest design hasn't involved that as a linchpin in years. Every MMO has some amount of that kind of shit, but the simple truth is even burning crusade had SOME quests that were more interesting (bombing runs and shit when they were the hotness) that hearts do absolutely nothing to address. It doesn't matter if the heart 'system' is marginally superior at bear ass quests when the goal shouldn't be to make the bear ass quest better but to make it not exist at all.Remember those quests parodied (until MoP): Kill me 10 Renowned Paladins. Nope, the Experienced ones next to them don't count. Now that you've killed 10 Renowned, go kill 12 Experi... what? You already did? Don't care, it's kill them now, not then.
Hearts offer a vastly better system: do I kill some wildlife? Light those torches to secure the path? Rez those guards? Grab those items? Whatever, it all counts. That's because Hearts aren't quests. What they correspond to in WoW-esque form is factions. Yep. Do whatever stuff you prefer (slaughter wildlife, wear tabard in dungeons, turn in items), get faction, unlock faction vendor. Sure, you don't have to grind 80 days of dailies to complete the faction, it's done in 10mn. So what?
Spoken with complete ignorance as expected.Uh, GW2's combo system? Wildstar's combat is just WoW with more AEs.
This is completely wrong.Uh, GW2's combo system? Wildstar's combat is just WoW with more AEs.
And both games fail to have better combat than Tera. I'll agree that WS combat is a step up from GW2, but not by as much as you suggest. I -strongly- dislike how mobs in WS will -always- hit you with their autoattacks while you are in range, nothing you can do will make those attacks miss. That is cheesy, imo.Spoken with complete ignorance as expected.
Edit: Ok I'll bite a little harder. GW2 is 'action combat' where fireballs chase you unless you dodge roll at the last moment, where by default the game still tab targets things you hit and auto-faces them (you have to actually change settings to even be able to just 'swing' at nothing and correctly arc your shit), and the only way that you actually manage to prevent boss attacks is by utilizing your invincible rolling or debuffing the mobs so they arbitrarily 'miss' you on their next swing or shit like that. The 'combo' system is stupid as fuck, OH BOY I SHOT MY ATTACK THROUGH THE MAGIC PUZZLE TEXTURED BLOB OF SHIT AND DID SOME FIRE DAMAGE!. Fucking deep bro. I have no resource to manage so I mash my best attack on CD and when it's on cooldown I just mash the other attacks, maybe keep up a bleed or something, fucking joyous.
Compared to wildstar, where my attacks actually have varied and interesting attack patterns, and there is 0 'tab' or sticky use of abilities, I HAVE to aim my shit and hit something with it, or lots of somethings. Mobs still autoattack, true, if they didn't healers wouldn't have anything to do, I also have a dodge roll, but it doesn't make me invincible, it just helps to avoid stuff better that I can already avoid because it's painted on the floor, fireballs don't home in on me, I deftly sidestep them. Mobs don't just plink arrows at you and you hit 'blind' to avoid them, they kneecap you to snare you and then try to hit you with deadly one shots that you have to circle around them while snared to avoid. Instead of jumping onto a puzzle field to AE BLIND the mobs, my group and I coordinate strings of up to 12 interrupts/stuns/blinds/disarms to prevent enemy casts or tank deaths, where we actually rely on each other because if we don't we have to avoid some complete rapetrain AE.
The irony is, while both are 'action' combat, GW2 relies MORE heavily on unavoidable auto-attack damage from mobs, and less on avoidable action-like maneuvers than Wildstar, and Wildstar HEAVILY relies upon the avoidable actiony stuff. GW2 though, is the game without healers - in a game without healers they could just as conceivably make there be NO unavoidable damage, and let you actually skill your way through content and it wouldn't break anything - wildstar actually needs autoattacks or the healers wouldn't have shit to do a lot of the time if you were good enough. I mean the two games combat systems are very much cut from the same cloth, to not recognize that fact is to be willfully ignorant (or hopelessly inept), but Wildstar takes the 'action' aspect several notches farther than GW2 and is better for it. It has LESS in common with wow than GW2, not more (at least as far as combat mechanics are concerned).
I think it's cheesy in GW2, in Wildstar it's completely necessary due to having the trinity.And both games fail to have better combat than Tera. I'll agree that WS combat is a step up from GW2, but not by as much as you suggest. I -strongly- dislike how mobs in WS will -always- hit you with their autoattacks while you are in range, nothing you can do will make those attacks miss. That is cheesy, imo.
And we all know why the Heart system exists. Because, at one point, someone in design became afraid that "players may not know what to do! How do we give them something to do?".It doesn't matter if the heart 'system' is marginally superior at bear ass quests when the goal shouldn't be to make the bear ass quest better but to make it not exist at all.
Yep. Because that shit is done in your Personal Story. You know, the thing that has a real quest journal, tells a story in which YOU are the hero, yadda, yadda? In which you follow a story, just like the WoW quest lines? Where you infiltrate a Dredge city disguised in a Mining Suit, try to keep alive the defenders against a massive onslaught of undead on Claw Island off Lion City, etc? You see, those kind of things exist in GW2. Just not on the map, in an instance.that shit is completely undoable with the heart system.