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I'm just gonna leave this here without much further comment.
I'm sexually attracted to Guild Wars 2
author=prexus
I wasn't looking to defend a point, but I was talking about stock GW, not including expansions. Obviously I didn't buy and play expansions if I didn't enjoy the initial game.
Also that "What you do has an effect on the world" claim has been made by generations of MMOs. It almost never works out the way it is said to. Even if it does, that isn't a selling point to me. I wouldn't want to travel to a town, wander in, and find that its an enemy camp and my vendors aren't available. If the vendors can be found elsewhere, nobody is going to bother liberating the town unless there is a reward for it. If there is a reward for it, players will just let it get taken over and then retake it for the reward. If the reward for defending it is the same as the reward for re-taking it, then the entire situation is moot and just a hassle.
Making all the classes capable of healing, crowd control, damage mitigation, and DPS doesn't make the combat more dynamic. In fact, it makes it multitudes less dynamic. If all the classes are the same, there is no point in having them. If there are differences, at least one is going to be better than another. If one is better than another, inevitably everyone will play that one class or be considered a scrub. If that happens, the developers will either nerf that class, or buff the others, which brings you back to everything being the same and there being no point to different classes. Even if the only difference is play style, there will be enough of a difference for players to min-max and pick the easiest/best class to play and think everyone else is scrub. That is how MMOs work. No MMO has overcome this yet. Either classes are different, and needed, or the same and some get ignored entirely.
I can't even begin to say how strongly I disagree with all that you just said...
But, I'm going to respond to ONE of your statements:
author=prexus
If all the classes are the same, there is no point in having them. If there are differences, at least one is going to be better than another.
The classes are not the same; and there are differences. One class can be better at something than another, but the another compensates by being better at something than the one. This is called balance. In any case, we probably won't be able to convince because I also harbor some doubts regarding the viability of the combos between classes, but until I see and play more, I will not just say "Nah, not gonna play". Most press reviews (That come from last weekend's beta event, only for the media) agree on the point that each class feels unique, versatile, and most of all, effective in their own way.
I'm sexually attracted to Guild Wars 2
author=prexus
This idea of localized questing is nothing new. While its not the primary system, the same style of questing is found in The Old Republic, and to slightly different extent RIFT and Warhammer Online.
The devs have acknowledged that; the difference here is that what you do, actually has an impact on the world. To quote the devs: "If you repel a centaur invasion, then they stop trying for a while; you can the rebuild the town, reestablish trade caravans, and probably take the fight to the centaur encampment. If, on the contrary, you fail to defend the town, their merchants are unavailable for as long as the town is under their control, and you have the chance to mount an offensive to retake the village".
author=prexus
The game definitely seems cool. With no particular tanks and healers I don't know how sustainable PvE encounters will last. They sound like they are going to be highly scripted, and thus have no replay-ability. Although that may not be the case, I don't know.
Every class has been balanced to be self-sustainable. You have your own heals, and you can even "resurrect" yourself. There is mob control, damage mitigation, and DPS; they decided to design combat in a very dynamic way, so all of those roles can be filled by YOU, making the switch between them, practically on the fly.
author=prexus
I didn't particularly like Guild Wars 1. I finished the main storyline in a weekend only to find out my character build wasn't viable, so I had to start from scratch. Which I did, and had much less fun.
Sorry if this sounds... pedantic, but you needed to lrn2play. GW1 was VERY flexible; if you found that in one area you were having problems, all you needed to do was to change your skills. The game has 1,300+ skills, and they're available if you have the game that they belong to (GW1 had 3 chapters and 1 expansion; skills belonged to one of those). All you really needed to do was the correct skill vendor to get more skills. You did NOT have to re roll a character.
I'm sexually attracted to Guild Wars 2
Gay Characters
In my opinion, sex inclination really should have no influence in a character. Including gay characters is completely fine by me, as long as the intention is not "Guise, guise, I haz ghey chara in mah gam".
Idea for a battle system...
Well, maybe I didn't grasp the right idea from your post, but it sounded like you had to deplete the Stamina of your enemy, then destroy its armor, and then land a couple of blows to bring down their HP, as opposed to just land a few more blows and deplete their HP.
You could argue that you'd make it so the amount of blows was equivalent, but then, what's the point?
You could argue that you'd make it so the amount of blows was equivalent, but then, what's the point?
Idea for a battle system...
Skill queue system for RM2k3
Skill queue system for RM2k3
It's not easy to figure out which skill was used on RPG Maker 2k3. Otherwise, what Craze suggests could work.
However, you can have each skill turn ON a switch. Then you have a common event that will add/remove the corresponding skills.
In pseudo-pseudo-pseudo code:
Concentrate turns ON.
Common event:
If is ON
Character add skill Fire
Character add skill Ice
Character add skill Bolt
Character remove skill Concentrate
else
Remove skills here, add Concentrate
Fire turns ON
if is ON
Character add skill Fire 2
Character remove skill Fire
Character remove skill Ice
Character remove skill Bolt
....
I'm sure you get the gist.
However, you can have each skill turn ON a switch. Then you have a common event that will add/remove the corresponding skills.
In pseudo-pseudo-pseudo code:
Concentrate turns ON.
Common event:
If is ON
Character add skill Fire
Character add skill Ice
Character add skill Bolt
Character remove skill Concentrate
else
Remove skills here, add Concentrate
Fire turns ON
if is ON
Character add skill Fire 2
Character remove skill Fire
Character remove skill Ice
Character remove skill Bolt
....
I'm sure you get the gist.
Dumbest Video Game Twists?{Spoilers}
author=Darken
The interesting thing about Raiden though is that he was more like the mirror of the player. He was trained by VR simulations and had a shallow/insecure personality,
^This
author=emmych
Mostly I felt the plot got really "wat" because all the plot twists happened at once -- it was too much to process.
^And this.
It is really interesting to see that Kojima is not playing with Raiden, it's playing with YOU. You went through VR, you WANTED to be Solid Snake, for fucks sake, the game tells YOU to turn off the console, you've been playing for too long. I think that's interesting, it's an experiment with the player.
But at the same time, the pacing of the game dumps you with a lot of reveals in a few minutes. Hard to digest.
So... what do we conclude? Stupid Plot twists in MGS2... or not? I vote yes.













