AndyFromMonday said:
Feriluce said:
Have fun with your bland aging mmo with no innovation
I'd love it if you actually supported your argument with evidence. With what will Guild Wars 2 innovate the MMORPG formula? (Or, giving Guild Wars 1, the multiplayer formula)
Sure, you might say "google is your friend", but it's not my job to find evidence for your argument.
I assumed you at least had some knowledge of the topic of the thread you were posting in. I see I was wrong. Well, let me enlighten you then:
First of all, the old boring quest system is gone. No more talking to stationary guys with exclamtion points over their heads. Instead there is dynamic events and a personal story to facilitate character progression.
Dynamic events have the same core concept as public quests in WAR, but refined quite a bit.
The main improvement is that they're not just single events that loop constantly. Instead there are chains of dynamic events that have consequences for the world. For example:
Bandits are building a camp near a town. If you enter the event and help destroy their camp, the bandits will be gone, and cannot threaten the town anymore untill they try to rebuild their camp at a later point.
If however you (and everyone else) does nothing about the camp, the bandits will finish building their camp and eventually launch and attack on the city. If noone does anything still, the town will be taken over by the bandits, and if you wish to use the shops etc. i the town you have to help push the bandits out of the town again.
There will be a lot of these dynamic events scattered throughout the map, and they will all give the equivalent rewards so you do not HAVE to complete event X stage Y to get the reward you want.
The Personal story will function a bit like the storyline in GW in that some of it will be instanced. Especially your home instance. This home instance will change according to your choices during your story, and the story itself will change according to your choices. There is more to this but thats the core concept.
On the multiplayer side of things they're keeping the same style of pvp that was so great in GW1, and refining it. You will have access to all skills etc. as soon as you participate in this organized pvp so everyone be be on an equal playing field.
Furthermore they're going to add a world pvp system where servers with battle against eachother on large battlefields for resources and bonuses to your server.
Feriluce said:
The only new things besides more dungeons and levels in cataclysm.
And races, better use of the phasing system, completely redesigned mechanics for the "Old World", guild advancement, new mechanics for dungeon raiding, new and improved battlegrounds, the ability to "reforge" your weapons and add stats to it, rated battlegrounds, starting areas redesigned with the phasing system in mind to make them less boring
New races is not content, and it certainly isn't innovation. Its more of the same. Guild advancement was cut down a lot. No more guild talents and guild currency.
I see no new mechanics for dungeons. If you're talking about making 10 and 25-man progression paths equal then I dont really see how that can be classified as "new mechanics". New battlegrounds with more of the same boring pvp. The amount of innovation shown in these new battlegrounds is very low at best. Starting areas and old world redisigned: See "More dungeons and levels".
Feriluce said:
(Did you see they just cut path of the titan and guild talents? The only new things besides more dungeons and levels in cataclysm.)
Read above. Also, I'm sure they had a good reason to cut Path of the Titans.
Still, thanks for reinforcing the fact that fanboys exist on both sides of the fence.