What makes Guild Wars 2 different from generic MMOs?

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afroebob

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This is a serious question, what is supposed to make Guild Wars 2 different from generic MMOs (Everquest, WoW, The Old Republic, etc). I watched a few videos and the combat seems to be the same as most MMOs, so I don't really see that as a valid argument. I don't know if there is something I'm not seeing or if there is more to it than that, but if you know what it is then speak up. After years of WoW I need a new MMO and if this is as good as its hyped up to be than I'm all in.

P.S. a one time payment is not what I'm talking about. Just want to throw that out before I get a half dozen posts saying you don't have to sell your kidney on the black market to pay for it.
 

Dr Pussymagnet

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Dec 20, 2007
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I dunno, for whatever reason I actually look forward to completing quests and moving onto the next one, unlike a lot of other MMOs, where it just feels like I'm filling out a check list so I can then move onto the next check list.
 

omicron1

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You use the same skills in interesting ways, rather than accumulating five hundred and firing them off as soon as they cool down.

Levels are something you gain no matter what you do - exploring, crafting, questing, etc. - and are just a factor of progress rather than the point of the game.

Quests are something that happens when you're there, not something you chase down, queue up, and hammer out. You happen upon a patrol, or a travelling cart, or a horde of (ever-so-common) marauding centaurs... and you just naturally fall into the rhythm of the task at hand.

Monthly fees are what you pay for non-"i" pads, not a continual price hanging over your head, marking down hours.

There are never too few rabbits to kill, or too few trees to chop. There are never too many people in an area for you to have any fun. This is an MMO - the ONLY MMO - where no matter what you decide to do, you can do it. Without waiting, without competing with other players - this is an MMO for the single-player gamer. And I'm damn happy with it.
 

BloatedGuppy

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afroebob said:
This is a serious question, what is supposed to make Guild Wars 2 different from generic MMOs (Everquest, WoW, The Old Republic, etc). I watched a few videos and the combat seems to be the same as most MMOs, so I don't really see that as a valid argument. I don't know if there is something I'm not seeing or if there is more to it than that, but if you know what it is then speak up. After years of WoW I need a new MMO and if this is as good as its hyped up to be than I'm all in.

P.S. a one time payment is not what I'm talking about. Just want to throw that out before I get a half dozen posts saying you don't have to sell your kidney on the black market to pay for it.
The tone of this post sounds a tad confrontational, like you're spoiling for a debate, so I'm hesitant to weigh in here, but I'll give it a shot.

1. Fully voiced storyline. Only seen in two other MMOs to date (TOR, TSW). GW2 is probably the weakest of the three in this regard.

2. Public questing/dynamic events. Only seen in a few other MMOs to date (WAR, Rift). Done better and more seamlessly here than in either.

3. Dynamic level scaling helps prevent content obsolescence. Areas and enemies no longer "go grey", and the entire game world stays viable as a questing area at level 80. Prevents the "pyramid of content" where end game shrinks to a tiny handful of zones.

4. No raiding. Not unique to the genre, but rare for a theme park MMO.

5. No mob tagging/experience sharing. Damage the mob? You get full xp and a full share of loot.

6. You share buffs/auras etc with everyone, not just group members.

7. No "gear grind". Gear plateaus at level 80.

8. All scenario based PvP scales you to level 80 and gives you access to all your abilities, and puts everyone in matching gear. 100% skill based.

9. 3 faction open world PvP with keep sieges, as previously seen in DAoC.

10. No self-rooting. Virtually all abilities can be cast/fired while moving.

11. No holy trinity of tank/healer/DPS. There are no aggro control mechanics, and all classes can self-heal. Damage mitigation is achieved through control, kiting, and dodging.

Off the top of my head, those are the major features that distinguish it from the recent generation of MMOs. It's closest contemporary is Rift, but it has heavy influences from WoW and DAoC as well. It is an evolutionary rather than a revolutionary MMO, but it is probably the most progressive MMO on the market in terms of design.

It offers the largest dollop of launch day content since WoW, and probably the most detailed and dense world as well. It's the most rewarding exploration game since Everquest. It is also probably the most promising PvP MMO since DAoC. It is NOT an MMO for the hardcore PvE raid set, however. And if you loathe pressing buttons to activate abilities, you're better off waiting for Planetside 2.
 

Berenzen

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You can't really tell from watching, but the combat is actually quite intensive. While it's still hotkey based, not action based like TERA is, enemies can still hit you pretty hard. As a result you have to be constantly aware of what's going on, constantly moving, and paying attention that you dodge at the correct time. Throw on the fact that about half the abilities you have are skill-shots, and if you want to be more efficient you have to turn off auto-target, and as a result it becomes more action-y.

As for the questing, it's fairly dynamic, yet there are still some areas (renown hearts) with mechanics similar to old-school questing. However you're not limited to collecting 10 bear asses- there are other related jobs that you can do to help out, and will contribute to the renown heart.

If you're more of the explorer type, there are "Vistas"- hard to get to areas that give you a panoramic shot of the area. There are also open-world mini dungeons and jumping puzzles that you can do which will give you rewards (skill points, the aforementioned vista's, gear). On top of that, the world is dense in 3 dimensions, you have a massive world to explore, and there's so much to see.

It has completely skill based competitive PvP, putting all of the players on the same level. In terms of open-world, you have WvWvW, which is bascially king of the hill with massive castle sieges. It's incredibly fun, though massive zergs can tank your frames pretty badly.

Basically what Guppy said. It depends on what you're really looking for, if you're looking for a hardcore raiding experience, this probably isn't the game for you, but if you're looking for a more casual experience, this game will probably suit you.
 

Norrdicus

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Feb 27, 2012
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They're not selling the regular digital version because every god damn server is full. They would put every retail version on ice as well if they had the power.
 

RoonMian

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Norrdicus said:
They're not selling the regular digital version because every god damn server is full. They would put every retail version on ice as well if they had the power.
And as far as I've heard even with a retail version you cannot register right at the moment.
 

BloatedGuppy

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Feb 3, 2010
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Roadface said:
So can you buy the digital version of the game yes or no?
Looks like they've halted digital sales for the moment, as they warned they might.

http://www.rockpapershotgun.com/2012/08/31/arenanot-guild-wars-2-permabans-direct-sales-halted/


SmashLovesTitanQuest said:
Seriously, fuck Guild Wars 2. I probably won't buy it now. This is pathetic. No, Arenanet, I will not buy the collectors edition just because you want to nickel and dime me by refusing to sell the normal version of the game.
Dude, there's no digital collector's edition they're trying to force on you, those always came via retailers. They just froze sales of the game. It's actually kind of admirable to some degree, as they're prioritizing the current/long term health of the game over immediate sales.

I'm sure once the first rush settles down and the concurrent player number isn't ridiculously high, they'll open digital sales again.
 

Moonlight Butterfly

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Mar 16, 2011
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Dr Pussymagnet said:
I dunno, for whatever reason I actually look forward to completing quests and moving onto the next one, unlike a lot of other MMOs, where it just feels like I'm filling out a check list so I can then move onto the next check list.
Pretty much this, I feel like I'm actually adventuring around doing my own thing. My character is actually a character with a voice! rather than some model I steer around the environment. I don't have to take useless quests rewards for what I do, I can pick and choose them. The community also seems awesome on the server I'm on. The only problem I have with it is the limited amount of skill slots but on the flip side of the there doesn't seem to be many 'optimum' specs that everyone chooses.

I really love the underwater fighting too for some reason.
 

WoW Killer

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Moonlight Butterfly said:
I really love the underwater fighting too for some reason.
I hated it in every single beta, but now... I actually kinda like it, and I don't know why. Bit of variety I guess. There are a few clunky moments with the 3D movement. If you've tried the Elementalist they have this ability (3 skill in Water attunement) that shoots you backwards and puts up a wall. But the way I'm moving around underwater, I usually find I'm angled so that I'm shooting ever so slightly downward at a mob. If you're close to the surface then the reverse movement of that skill ends up moving you above the water, so suddenly you can't see shit and there's splash marks all over your screen. It's a little bit annoying in a hectic fight. But yeah, I'm starting to like it the more I practice with it.
 

King of Asgaard

Vae Victis, Woe to the Conquered
Oct 31, 2011
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  • The questing is similar, yet presented in a different, fresh way.
    The combat isn't just about hotkeys; a degree of skilful dodging and timing attacks is required.
    World V World V World.
    It has a character specific story, like SWTOR only not as deep.
    It looks really pretty.
Other than that, it's your standard MMO fare.
At least that's what I've heard and read, I haven't played it because I'm not an MMO person and my laptop can't handle it.
 

WoW Killer

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Dexter111 said:
They're apparently banning people for legitimate use of ingame mechanics.
You're referring to the Karma exploit (which could hardly be called legitimate); they've turned all of those bans into 72 hour suspensions in a one-time deal. See here: http://www.reddit.com/r/Guildwars2/comments/z44ml/karma_weapons_exploit/

Today we banned a number of players for exploiting Guild Wars 2. We take our community and the integrity of the game very seriously, and want to be clear that intentionally exploiting the game is unacceptable. The players we banned were certainly intentionally and repeatedly exploiting a bug in the game. We intended to send a very clear message that exploiting the game in this way will not be tolerated, and we believe this message now has been well understood.
We also believe and respect that people make mistakes. This is in fact the first example of a widespread exploit in the game. With this in mind, we are offering the members of our community who exploited the game a second chance to repair the damage that has been done.
Thus, just this once, we will offer to convert permanent bans to 72-hour suspensions. Should those involved want to accept this offer of reinstatement, contact us on our support website--support.guildwars2.com?and submit a ticket through the "Ask a Question" tab. Please use the subject heading of "Karma Weapons Exploit Appeal", then confirm in the body of your ticket that you will delete any items/currency that you gained from the exploit. You should submit only one ticket. Once you have done so, we will lower your ban to 72 hours, and following your re-activation we will check your account to make sure that you have honored your commitment. If that commitment is not honored, we will re-terminate the account.
This is a first and final warning. Moving forward, please make sure you that when you see an exploitable part of the game, you report it and do not attempt to benefit from it.
We look forward to seeing you in game,
Yours Sincerely,
Chris Whiteside- Lead Producer ArenaNet
This hasn't stopped the rumours going around that people were being perma-banned for vendoring regular trash etc. ANet has been surprisingly open about who is being banned and why. I presume you've seen the other ban thread, yes?
 

Aprilgold

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afroebob said:
This is a serious question, what is supposed to make Guild Wars 2 different from generic MMOs (Everquest, WoW, The Old Republic, etc).
In those three games you mentioned, there is a singular problem with it, and this may be something not everyone sees but for a "MMO" they fail to do one thing, support cooperation. It's so simple but none of them do it well. "Ah FFUUUCCK someone killed X enemy before I got Y item, now I have to wait with three other players and fight tooth and nail to get it. Sure we could party up but since there are like three menus in the way it would be just as efficient to fight over it."

In Guild Wars 2, your always, always in a party with everyone. Being in a party doesn't give you any direct benefits that being out of a party doesn't. The only direct benefit to being in a party is that it is way easier to follow your friend around and you can go into personal stories with friends, thats it.

Also, PS. Everything can be bought via the ingame currency of gold and this is rubbed in the faces of anyone who is thinking "oh well its a 1 time purchase thus meaning the cash-shop is bullshitly priced" at free.

SmashLovesTitanQuest said:
The digital version of the game, sold by Arenanet themselves, has the unique ability to be sold out, even though it's digital. Only one other MMO managed to achieve that, that MMO being TOR.

Seriously, fuck Guild Wars 2. I probably won't buy it now. This is pathetic. No, Arenanet, I will not buy the collectors edition just because you want to nickel and dime me by refusing to sell the normal version of the game.
Let me ask you a hypothetical, would you rather be crammed in the same server in the same area with five-hundred people, completely breaking the events and even further breaking the quests just to play the game and get a bad experience that way or have to wait for their servers to empty out because of the couple hundred kids who bought it because it had a dragon in it and have a much more enjoyable experience?
 

faefrost

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BloatedGuppy said:
afroebob said:
This is a serious question, what is supposed to make Guild Wars 2 different from generic MMOs (Everquest, WoW, The Old Republic, etc). I watched a few videos and the combat seems to be the same as most MMOs, so I don't really see that as a valid argument. I don't know if there is something I'm not seeing or if there is more to it than that, but if you know what it is then speak up. After years of WoW I need a new MMO and if this is as good as its hyped up to be than I'm all in.

P.S. a one time payment is not what I'm talking about. Just want to throw that out before I get a half dozen posts saying you don't have to sell your kidney on the black market to pay for it.
The tone of this post sounds a tad confrontational, like you're spoiling for a debate, so I'm hesitant to weigh in here, but I'll give it a shot.

1. Fully voiced storyline. Only seen in two other MMOs to date (TOR, TSW). GW2 is probably the weakest of the three in this regard.

2. Public questing/dynamic events. Only seen in a few other MMOs to date (WAR, Rift). Done better and more seamlessly here than in either.

3. Dynamic level scaling helps prevent content obsolescence. Areas and enemies no longer "go grey", and the entire game world stays viable as a questing area at level 80. Prevents the "pyramid of content" where end game shrinks to a tiny handful of zones.

4. No raiding. Not unique to the genre, but rare for a theme park MMO.

5. No mob tagging/experience sharing. Damage the mob? You get full xp and a full share of loot.

6. You share buffs/auras etc with everyone, not just group members.

7. No "gear grind". Gear plateaus at level 80.

8. All scenario based PvP scales you to level 80 and gives you access to all your abilities, and puts everyone in matching gear. 100% skill based.

9. 3 faction open world PvP with keep sieges, as previously seen in DAoC.

10. No self-rooting. Virtually all abilities can be cast/fired while moving.

11. No holy trinity of tank/healer/DPS. There are no aggro control mechanics, and all classes can self-heal. Damage mitigation is achieved through control, kiting, and dodging.

Off the top of my head, those are the major features that distinguish it from the recent generation of MMOs. It's closest contemporary is Rift, but it has heavy influences from WoW and DAoC as well. It is an evolutionary rather than a revolutionary MMO, but it is probably the most progressive MMO on the market in terms of design.

It offers the largest dollop of launch day content since WoW, and probably the most detailed and dense world as well. It's the most rewarding exploration game since Everquest. It is also probably the most promising PvP MMO since DAoC. It is NOT an MMO for the hardcore PvE raid set, however. And if you loathe pressing buttons to activate abilities, you're better off waiting for Planetside 2.
Sooo Asheron's Call circa 2000? Primarily solo play, with and around others? No real end game outside of constant PvP? And no gear, sparkly foozle collection, or escalating group challenge progression to appeal to the PvE players. Gotcha!
 

Fishyash

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Dec 27, 2010
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It's the next step into how suspension of disbelief is maintained in MMOs. It shows mainly in the superior combat (compared to say, WoW or SWTOR) and the new ways to quest, explore and level up.

AAA MMORPG titles are really risky. They cost a lot of money to make, and the game mechanics are inferior compared to pretty much any other action-based genre. That's why most MMOs play it safe, including WoW (which only got big because it had the best timed release in the history of gaming).

Anet is willing to take the next step. It's not a very big one, but it's a step nonetheless.

So yes, Anet does bring something new to the MMORPG market. If you were expecting something mindblowing... well...

I wouldn't say it's mindblowing (as much as Anet would say it is), I think many people were expecting too much out of Anet.

One issue I have is they haven't really said much about the endgame. I'm assuming they will be making more difficult PvE content? Guild wars 1 was designed to be a PvP MMO (that didn't have much of an endgame either, beyond a couple of group instances and "do everything again in had mode"), but I cannot say the same about GW2. I don't think there will be a gear progression though, so I think that bring new and more difficult challenges to the game will be interesting.

I will say something personal about this. I didn't really enjoy GW2 too much during the beta events. It only became more enjoyable when the game was fully released, I got to experience WvWvW properly, and the game actually ran well enough on my (admittedly old-ish) machine.
 

smartalec

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Hm. In the opinion of those who've played GW2, will there likely be a point - similar to SW:TOR - when many players decide there's nothing more to do, and leave?
 

Cette

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BloatedGuppy said:
faefrost said:
Sooo Asheron's Call circa 2000? Primarily solo play, with and around others? No real end game outside of constant PvP? And no gear, sparkly foozle collection, or escalating group challenge progression to appeal to the PvE players. Gotcha!
ROFL. Did I call this shit, or what?

Next time you set out trolling, try not to be quite so transparent about it. That was almost depressingly predictable.
Not saying the fella wasn't trolling somewhat there but is he actually wrong in that assessment? I mean it seems like The Secret World is doing more innovative crap albeit to mixed success while guild wars is getting absolutely fellated to death for trying less?

I'll likely give it a try some point but I'm just not seeing the radical appeal.