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From the looks of it the shop isn't game breaking in the slightest. Increased exp for monster kills? How useless. With almost any mmo the fastest way to level up is by questing, not killing mobs... Increase in crafting exp and monster exp isn't a massive change and in fact wont effect pvp in the slightest.
Res orbs cant be used in pvp, and I'm assuming it just instantly revives someone from a downed state, which only takes a min anyway.
As far as the bags and stuff go it's no different than maxing out a characters crafting in a game like Aion and making equipment for your other characters. I really don't see a problem with the system.
Edit: As far as the 10% boost of rare finds, if the game is anything like GW1 that won't necessarily mean the drop will be good. There are plenty of times that I've gotten gold drops in GW1 that were utter crap. Non max sword with non max mods and a common skin. Vender trash.
Last edited by Gohka; 03-22-2012 at 03:43 PM.
about microtransactions: http://www.thetyrianorder.com/home/m...article/638922
basicly, if you buy gems, you cant buy **** with it right away. first, you have to trade gems for gold from other players. it doesnt add new gold to the game and you cant buy **** directly with it.
also
just perfect.Here are a few important clarifications about our microtransaction system. First, that gold is coming from other players. So somebody must have an abundance of gold if he trades it to a player. The system is not adding new gold from the outside.
Second, take into account the gem/gold trading system. Everything that is in the store will basically be available for gold with this system – so it doesn’t really matter what is in the store, as it is also available for players who play and don’t want to spend additional money. Hope that helps!
Last edited by Rean; 03-24-2012 at 08:18 AM.
That's all I care about.How will this affect structured PVP?
It won't. Players earn a different currency in structured PVP, called Glory. We can then use this currency, to purchase cosmetic upgrades. All players are boosted to level 80 in structured PVP and are also have all their skills, utility skills and traits unlocked. Therefore, it will be a completely balance playing field. In no way, shape or form, will gems affect structured PVP.
How will this affect World vs World PVP?
There has been speculation on many forums, that are saying the gem system will allow players to purchase seige weapons in WvW PVP and gain an advantage. This is completely wrong. Players purchase the 'blue prints' for seige weapons for a small gold fee. Players then have to collect something called 'supply' from around the world and use these funds to build the seige weapons. Everyone will earn gold, from playing Guild Wars 2 regardless and this will be more than enough - to pay for the small costs of 'blue prints'. So again, let me state, gems will in no way affect WvW PVP.
Rock on, Anet.
Originally Posted by senzation54
Not really...
It's nonsensical. The first obvious point to make is that of course it matters what items they are selling. You couldn't sell +100% damage for 60mins for example as that would gimp the game, make dungeon completion titles worthless, and even break pvp if enabled.
As for everyone being able to get said items, well, that sounds good, but it doesn't actually work. If the items are going to be bought with gems then it requires that they are difficult to obtain normally, else people wouldn't buy them with gems. Typically this will be some task that is incredibly boring, or takes a long time, but probably both.
Example:
Assume it takes 1 hour to kill 100 mobs, and there's a 1% chance of a mystic key drop. So on average we're getting one key every hour. Doubtless the drop rate will be much lower, but I'll use these numbers out of fairness. The chance of getting the rare hat of awesomeness from the mystic chest is say 5% - that seems a reasonable assumption to make.
If we image two players. Both want the rare hat of awesomeness. Both have a whole load of mystic chests.
Player one: No cash shop. Grinds to keys.
Average grind time - 20 hours.
Average Keys bought - 0
Player two: Cash shop. Buys keys. Has access to *infinite keys*.
Average grind time - 0 hours
Average Keys bought - 20
The mob drop rates of course will be much lower. If they were common players wouldn't feel the need to buy keys. So it's financially beneficial to make the keys very rare, and in fact it's only really left in so people can spout the party line "You can still get them without paying". The party line is true, however isn't it going to be some laborious task? If it wasn't a laborious task people wouldn't buy them in the first place. You see what I am getting at.
I am relegating the importance of trading items. I do this because I suspect any reward of real value will take a very long time to obtain without gems. It's like that in other games with this system so I see no reason why it wouldn't be like it here.
tl;dr It's going to take a massive amount of time to get those items. Hopefully they'll be cosmetic only, but as I can already see plenty of convenience and pseudo-power items for sale in the leaked shop I am not very hopeful.
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I am relegating the importance of trading items. I do this because I suspect any reward of real value will take a very long time to obtain without gems. It's like that in other games with this system so I see no reason why it wouldn't be like it here.
tl;dr It's going to take a massive amount of time to get those items. Hopefully they'll be cosmetic only, but as I can already see plenty of convenience and pseudo-power items for sale in the leaked shop I am not very hopeful.Does this system allow players to purchase armor and weapons fast and become stronger than other players?
Again, to put it simply, no. Where Guild Wars 2 differs from other MMORPG's, is the fact it doesn't feature a gear treadmill. This is when gear progressively gets better and better, the more raids you do. In Guild Wars 2, all level 80 armor will be equal in stats and power. Max level armor will be fairly easy to obtain and will be very similiar in power, no matter where you obtained it from. The only bonuses other players will receive, is the cosmetic upgrade. Sure there will be certain armors that look better than others, but it won't make you perform any better or have a power advantage over other players.
It's clear that you didn't play GW1, but all the best gear for your level during fights and dungeons are pretty much just regular drops.
In terms of stats, finding the best gear is quite easy. Obviously it's not that glamorous, but who cares (I certainly don't).
The appeal of gems and keys is for cosmetic effect. If you don't think a huge amount of the playerbase is extremely concerned with how their characters looks, and wouldn't spend $20 or more to make themselves look "cool", then you obviously know very little about the typical MMO player. Blizzard makes millions off of cosmetic purchases alone. They released some stupid "cosmic mount" a couple years ago for $25 a piece, and it sold over a million dollars within a few hours.
In other words, your logic breaks down where you assume Anet will have to sell power in order to make money off of their playerbase. In actuality, even if gems are really only useful for finding cosmetic improvements (and that genuinely seems to be the case), they will still be rich.
Last edited by Hat_Truck; 03-24-2012 at 10:30 AM.
Originally Posted by senzation54
That's not true, and even if it were true it wouldn't change the argument. My /played is sitting at 2800 hours. That's 117 consecutive 24 hour days. So I've played guildwars a lot.
It was known from very early on that there would be no gear treadmill, not in the traditional sense at least. What I am concerned with is things like titles, dungeon item sets, and the like. I think it devalues them if you can buy buffs, resurrection orbs, repair kits etc. This sucks hard for anyone who's really into defeating hard pve content. Fortunately I'm mostly into pvp and it looks like they're leaving that alone.
This is why they should sell cosmetic items, or nothing at all. Selling cosmetic items is proven to work. Selling more than that comes across very greedy.
There are several non-cosmetic items in the leaked cash shop.
Last edited by ProfessorOak; 03-24-2012 at 11:05 AM.
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Like what? Exp boost, magic find boost, orb of resurrection, super repair kit?
Exp boost and magic find boost is irrelevant. The goal of PvE is not to level as fast as possible, if you just want to get to 80 with all the skills and best stuff, you might as well skip PvE and just make a PvP character. At least for me, the goal of PvE will be to take my time, and enjoy the beautiful world while slowly gaining levels and experience along the way.
Magic find boost once again is pretty much for finding those rare looking items. As you said there is no gear treadmill, thus no real need for extra magic find.
Orb of resurrection? This isn't even relevant. Looking at a recent gameplay video, you can resurrect anyway just outside of battle and join right back in. There's no need to spend money on something like this.
The repair kit might come in handy if all your items are damaged, though there will be a repair vendor in each town which you can teleport to just by clicking on the map. This is the only item that has any practical value from the ones I've seen, and as mentioned before, it can also be bought with gold (as can all the cash shop items).
Originally Posted by senzation54
The common defence of having these boosts is that it allows people with money but not time to level up faster if they want. If it's really an issue I don't see why they don't just add an experience bonus for those who've spent a long time offline. Like you said before, they could easily make enough money selling cosmetics.
Personally I'd rather have no experience modifier, and no boosts. If the game is good then I'll enjoy levelling up anyway so it's a non-issue. Although I don't really care about boosts (as long as it's only xp and not supply, glory, karma). People can buy a level 80 account for all I care.
Weirdly enough that was the video I was going to link to you to show why resurrection orbs and repair kids matter, orbs especially. That video shows them wiping many times on a given boss. It's true that it doesn't take long to run from the respawn to the boss, that's a good thing, but how is it relevant? Clearly it makes the boss easier if you instantly respawn with a resurrection orb and can jump right back into the encounter.
For example lets say you're doing a dungeon with 4 friends, and your team isn't very strong. You've tried this boss 100 times and he's failed and reset every single time. He's a tough motherfucker. So your party make the decision to buy a few resurrection orbs each. Then it's a lot easier to defeat the boss. The rewards and titles devalued somewhat, especially so because it's impossible to tell if it was earned legitimately or by buying a crutch with cash.
The repair kit is a derpy convenience item, along with bag space, character slots, and bank space. I seriously hope they remove all this crap and go with cosmetic only rewards, or no cash shop at all(pipe dream).
Last edited by ProfessorOak; 03-25-2012 at 03:55 PM.
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I guess this is the difference between you and I; I really couldn't care less about the titles and rewards of PvE (or PvP for that matter). I'm in it for the experience, the challenge, and the enjoyment of being able to play with my friends. As far as I can tell, nothing they've added so far will really take away from that.The rewards and titles devalued somewhat, especially so because it's impossible to tell if it was earned legitimately or by buying a crutch with cash.
Originally Posted by senzation54
The leaked pictures of the shop are a massive disappointment for me. I really hoped that they would only be selling things like costumes/minis.
Boosts make it so that certain players have to spend less time playing to get what took you forever to get.
Repair/Salvage kits are probably expensive with gold, and probably set you back far. Whereas if you spent real money you would have that gold to use elsewhere.
Ressurection orbs are going to imbalance high level PvE unless they are obtainable in game too.
Mystic Keys are my biggest gripe. Locking out certain chests to only players that pay real money is a MASSIVE failure. And the way they made it sound in the screenshot was that everyone will see the chests even if they don't have the keys, so it will be like a glaring annoyance that hey, I am missing treasure because I didn't spend money. I sincerely hope these keys are easy-ish to get in game.
wait, so there is no gear treadmill? what am I supposed to do when my character has all the godly items? then the game just feels like savage....
Thanks Vahn
its a game about PVP not PVE.
you are supposed to go to arena, battlegrounds and mass PVP in WvWvW
If your understanding of a "proper" MMO experience means spending hundreds or thousands of hours grinding for the best gear, then you should probably evaluate your idea of fun. And anyway, there are literally hundreds of MMOs that use this gear treadmill model, so if GW2 is the single one that doesn't, I'll be happy to support the refreshing change.
It used to be, back when MMOs were first conceptualized, that a huge part of the experience was just socializing, enjoying yourself, and exploring the world. Back when I played Everquest things were a lot less about rushing to the highest level and grinding for the best gear, while largely skipping most of the game's content. Even when WoW first came out, this was more of the way it was designed; there were no "map markers" for quests, they just gave you the general area and you had to find things for yourself. The idea was that you would enjoy yourself and explore the world along the way, not just blow through the quests like you were playing Diablo 2.
As time went on, the MMO went from being a social/environmental experience, a world outside of the world if you will, to becoming a PvE competition-based grind fest.
Honestly if the point of the game is to run through the same dungeon dozens or hundreds of times looking for a certain drop, then you're not playing a skill-based game, you're really just gambling.
In other words, I don't see how giving the players access to the best gear in GW2 without spending hundreds of hours of farming takes away from the game experience at all. If you've seen how beautiful the environments are, and how deep the character customization is, then you should know what the game is all about. You're just supposed to wonder around the world enjoying yourself in PvE. There is no GOAL, it's just like a huge fantasy playground, and when you see a situation that needs your attention (Dynamic Event), you go help out. You aren't running around the world looking for your level quests, trying to get to highest level as fast as possible; because there's no point in that. You can start a character with the highest level and best gear anyway.
GW2 is an MMO for the people who just want the experience of a new world. If you like farming for gear, you're welcome to stick with WoW or any of the others.
Last edited by Hat_Truck; 03-24-2012 at 07:06 PM.
Originally Posted by senzation54
This is how I feel about the cash shop. I was under the assumption it would be a carbon copy of GW1 cash shop. Town costumes, character slots, perhaps storage tabs and sex changes. Instead they bring out these consumable items that can easily trivialize PvE content. It almost makes me saddened how all the press were raving about the difficulty of the explorable mode of dungeons only to have it demeaned by these cons.
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Blog yo
the idea is that whilst the gear built for the hardcore players from explore-mode dungeons simply looks better and more unique
its the same as guild wars one, the expensive armor had literally no advantage over the basic max lvl armor, it just looked better, or in the case of assassin, Spikes... SPIKES EVERYWHERE!
each dungeon comes with a specific set for that dungeon (same theme) completing story mode gives you (and everyone in the party) a token that you exchange for the weapon of the set, you need to do explorable mode for the armor tokens, and you need to do all 3 versions of explorable mode to complete the set.
8 dungeons in total, so 32 routes to run for 8 unique sets, and this is all planned for launch
o and your probably gonna re-run a few of these because your not just going to want 1 weapon, gotta catch em all!
the issue with one tier armor set has a few issues, while it may level the playing field, in general the vets in an army has the best gear, due to them being the biggest badass. In vanilla wow, if you saw someone walking around in warlord set in pvp, you knew to stick to him, or if he was the enemy, to stay away. vanity armor sets won't have this effect.
While I hate huge differences in gear stats, I feel having two tiers, one for casual, and one a little better for hardcore, gives the player something to work towards, gives a feeling if a bigger epeen( who doesn't like thus?) and rewards players for playing the game. if you dont reward the player for playing a mmorpg, might as well not even launch the game as it will be dead in a year.
Thanks Vahn
well there is some differences on the gear, its not all 1:1 copy, obviously its all still subject to change and its only PvE gear that i mentioned.
the 5v5 PvP will always be balanced completely with gear as is the intention, but WvWvW will obviously be different, with the Glory resource and so far its rather dominated ^^
The other thing that annoys me is that is the £50 price tag for the digital edition. To put things in perspective diablo III preorder boxed edition next day delivery is £27 here. It looks like there's going to unrestricted transfers between realms so I guess I'll buy the U.S. version anyway. y u hate europe ANet?![]()
P.S. LOL AUSTRALIA.
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