CriticKitten said:
The leveling curve and "grind"? A flatter leveling curve and more methods of gaining experience make leveling faster and easier than in most MMOs. Plus, as you point out, the death of "kill tagging" and "kill stealing", in addition to additional behind-the-scenes mechanics that provide players with bonus experience for things like killing mobs with other allied players or reviving your allies/party members, leads to players actively cooperating with each other for the benefit of everyone.
Define "more methods of gaining XP" because really, it's the exact same methods in a lazier presentation.
In old MMOs (i.e. WoW, because let's not kid around, it's the yardstick by which all other MMOs are judged) you would arrive in a town with a dozen quest givers, they would each ask one or two tasks of you:
Can you kill a dozen bandits for one NPC.
Can you kill some squirrels until a magical acorn drops, for another.
Can you collect 10 magical sparkly leaves for the Elf-ish NPC.
Can you kill some bears for their ass meat, it is delectable. I require 10 bear asses.
etc etc etc
In GW2, there's a single NPC, standing on a heart on the map who just says : Kill some bandits, squirrels and bears. Click on sparkly things. Don't bother coming back when you're done, I'll mail you some money
That's not better, that's not an improvement. There is NO story progression there. It's just grind. There isn't a continuation of the bandits you killed and tracking down their masters. There's no explanation of why you gathered the magical sparkly things, or what the purpose of the acorn is ... it's all closed off so as not to conflict with other heart-guys on the map. The only halfway decent story line is the personal story, which is great.
Or it would be, if I got more than 1 or 2 quests every 3 levels. Each link of the chain is a fun and enjoyable 5-10 minute breadcrumb that points me towards the next breadcrumb, a mere 6 or 7 hours of grinding away.
Compare to the old Defias quest lines in WoW. You had a few quests to kill bandits, steal some of their stuff, kill stronger bandits, scout the bandit area etc ... eventually leading to the bandit hideout dungeon. How did you get introduced to your first dungeon in GW2? Was it a long quest chain that laid out the backstory of what was going on there? Or was it a letter in the mail "Hey check out AC if you've got some time to kill."
GW2 is boring. I wanted this game to be fun, I really did. It's simply ... not. GW1 had the overarching mission with the group quests that you could work through. This thing has nothing outside the sparse (VERY sparse) personal storyline. Sure, the leveling is faster. I probably got to level 50 in GW2 faster than I could get to 50 in WoW. But that matters little when it feels like I spent the majority of those 50 levels watching paint dry.
I guess when you said "more methods of earning XP," you might've been talking about XP from PvP : WoW has had that for -what- 3 years now? Hardly new. Maybe you meant Vistas or PoIs : WoW has had exploration XP for ever (since the start?) Crafting? WoW has gathering professions grant XP, and specific crafting profession quests for XP. both old news. Though I guess this implementation is new. More on crafting later.
What other "more methods" did you mean?
Zeriah said:
I loved the jumping Vista's, especially some of the hidden puzzles (like the hidden pirate cave in Lions Arch). I thought a lot of them were really quite clever, with some of the puzzles being massive in scope and easily the equal to several levels of a traditional platformer, taking 10-15 minutes to complete. The inclusion of Vista's and puzzles into GW2 was one of my favorite features.
But will you love them when you have to repeat them on every character? In case you missed it, 100% map completion (including all Vistas, all Hearts, all PoI *ugh*, etc) is required for the basic level of "top tier" weapons. Getting 100% completion gives you two tokens, one of which is required for each weapon. Which really sucks if you're a dual-weilding class, you get one pair and that's it. Or if you want to change weapons down the line? Nope. Sucks for you.
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But it wasn't all bad. I will say that the dynamic grouping is a nice change. No group in invites or loot rolls. Just help people kill the giant monster and get your treasure. Good call ANet.
It's still Boring.
The crafting system seems like a step in the right direction. Cooking especially feels like someone spent a LOT of time on the discovery system. It's fun to play around, but there are
WAY to many high level recipes that call for long-grey materials. You want to cook up a high level soup thing? First cook a couple dozen low-level soup stock. You can either farm old zones for minimal XP or just buy it on the AH ... tough luck. It's unnecessary grinding and padding out a game that's already 90% padding and grinding.
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Also, unrelated gripe ... Give my elementalist the ability to freaking weapon swap.
I already hear you, "but you've got 4 elements so it's 20 powers per weapon."
No it's not. All of those powers that aren't fire are just crappy copies of the fire powers. Every other class gets two distinctly different power-sets via weapon swap*. My thief can switch mid-combat from Ranged AoE with a shortbow to double daggers for up close and personal, or to Pistol/Dagger for some nice movement powers or to Sword/Pistol for sweeping melee AoE and stun/blind.
My ele gets one weapon. If I'm wielding a staff, I can switch from good Ranged AoE with Fire to crappy Ranged AoE with Water or Earth, to decent Ranged AoE damage with Air. WTF is the point, except maybe juggling cooldowns? And no, the tiny heals or debuffs from Water and Earth don't make up for losing out on the ability to switch from Ranged to Melee, or AoE to Single Target on the fly.
*My engi doesn't get weapon-swap either, but being able to switch from pistols, to bombs or grenades, to a freaking flamethrower fits the bill.
/soapbox