Wednesday, February 20, 2013

Verdict on Guild Wars 2's innovations


Every MMO evolves the genre as a entire, adding to the ever progressing game-play of MMO. A number of may argue that MMO have been advancing rather slowly since WoW but we've got to nonetheless take a moment to appreciate them.

GW2 for 1 expanded on quite one or two sectors without in essence changing the core MMO mechanics.

I'd like to hear what your thoughts are on the following suggestions and no matter whether they could find themselves in future MMOs.

-Dynamic Events
-No holy trinity
-Dodge program
-Downleveling
-Capabilities defined by Weapons
-Combo Fields
-Downed State (most likely connected to "no holy trinity")
-Multi-Guild approach
-GW2s take on RvR
-Skill & Create process
-sPvP "Lobby"
-Cosmetic progression
-and so on.

feel free to add more if you can think of any. Just make certain it's a proper concept, not just something isolated.

Dynamic Events are something that really sets GW2 apart from other MMOs. While your are not honestly doing anything distinct on a root level I do find them a lot more engaging and natural than grinding quests. I love just being able to wonder about & participate in content without having to chase down NPCs. For me they're a definite step up from classic quests and even more appropriate for an MMO.
Verdict: Fantastic, hope to see more in the future.

I think the Holy Trinity is something that was never in essence flawed. it had pros & cons. GW2 showed that you could make a splendid and engaging game even without it. I will admit that it seemingly makes combat a bit more shallow and less tactical though that is no necessarily as a result of the absence of the holy trinity. What I will say though that it did add a lair of class interdependence which is sadly missing in GW2.
Verdict: Works, although combat feels shallower.

Dodging is a core mechanic of GW2's combat. And I think it's great. It makes combat feel a lot more dynamic & "skillful" in spite of the comparatively couple of volume of combat skills. It adds a lair of "twitch" reflexes which more statics MMOs are sadly lacking.

Verdict: Great fun, hope to see more Guild Wars 2 gold games with dynamic combat.

Downleveling is a awesome method to keep all of the content relevant. Envision how much content WoW would have if it had such a downleveling process in place. Certain, a number of men and women like to solo outdated stuff although I find that a real niche activity along with a poor argument for withholding such a technique. It also makes playing with friends a lot more engaging since you are not immensely overpowered.
Verdict: Will hopefully grow to be a de facto common in future MMOs.

Maybe not a genuine innovation having said that and intriguing take on a skill system having your weapon define a part of your skill set. It also makes more sense that a weapon would use one of a kind attacks than an additional. I may effortlessly see future MMOs adapt similar systems although they might not make it such an integral part of the game.

Verdict: Nice and I could merely see it in future games.

Combo fields were supposed to be the "group play" mechanic in game plus the principal way in which men and women may assistance each other. It was supposed to give the rather available combat a number of much needed depth. And while the strategy works, the effects aren't meaningful adequate to add something to the game. It's a fantastic concept...just poorly implemented.
Verdict: Conceptually good though demands considerable improvement.

Downed State is a mechanic directly tied to the removal of a the holy trinity. Sadly it turns the entire Guild Wars 2 gold game into something of a rezz war as well as having a lot of questionable design alternatives. Players having three occasions their common HP in downed state , the speed at which folks can heal each other, the "fun factor" and the implications on both PvP & PvE are just poor. This is a feature I wouldn't miss & I think GW2 would be a better game without it.
Verdict: I can see why they implemented it, nevertheless pretty much everything about it's inaccurate.

Multi-Guilds are laregly a failed concept for the reason that they do not comprehend the impression of a guild. A guild is a social commitment (or is supposed to be) & as such goes against the concept of having multiple guilds at once. The reward method doesn't play well into it either. This together with the lack of overall guild features shows the Devs never really "got" guilds in MMOs.
Verdict: Proves lack of understanding of guilds as a complete in MMOs.

World vs. World is GW2's take on large scale RvR combat. As such it has only genuinely succeeded in one area, and that's it is appeal to more casual players. While that's quite a feat in itself, the WvW combat is rather stale and repetitive. Maps are too small, zerging to prevalent & Player vs. Door seems to be 80% of the combat. It feels more akin to Battlefield 3 than RvR.
Verdict: Well meant but simply not "epic".

I like the interchangeability & inherent flexibility of the skill program. It also makes balancing easier as it is easy to switch out underpowered abilities. But it also implies your build hardly matters in PvE as lengthy as you adapt. Understanding what capabilities are advantageous in which encounter becomes more key than actual skillful play. I'm not confident.....nevertheless nothing genuinely stands out here.

Verdict: Nothing special honestly as the flexibility has upsides and down-sides.


Read More:


http://gw2goldnetb.blogspot.com/2013/02/guild-wars-2-released-plot-strategy.html

http://dismarks.com/GeneralDisney/Guild_Wars_2_designer_A_responsible_company_will_provide_free_new_content

http://socialand.info/Entertainment/Guild-Wars-2-will-launched-more-endings-job



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