Thursday, April 19, 2012

Thoughts so far

Since it will probably be awhile before Any new information comes out (My gut instinct if the next profession will be perhaps late January or Early February, though there's nothing to back this up in any way), here are some of my main thoughts so far on what's been currently released:

The good parts:
A lot of people are probably still iffy in the weapon/skill system, but overall I like the idea. (Obviously its just one of many possible systems, and has advantages and disadvantages, but overall it seems a pretty good system so far.)
I really like how the weapon choices for the revealed classes have been diversified somewhat (Warriors getting competetive bows and rifles, necromancers using axes for spellcasting) for a variety of reasons, both gameplay and setting related. (I'm particularly happy with warriors getting bows an rifles as stronger weapons. Its always a pet peeve of mine in a game to see, say, 4 up close physical fighters, 5 spellcasters, and 1 physical ranged character who "is flexible, and can fight in melee if needed". Adding a ranged warrior, and hopefully other ranged characters that are typically close in fighters, provides some more diversity in ranged physical characters.)
The art, setting details, and such are quite neat to see.
The event system, from the bit I've heard from demos, seems like a good idea as well.
I like the waypoint system as it appears to work in the demo videos.

The bad parts:
The current attribute system seems quite iffy. The split between magic, ranged, and melee damage attributes almost certainly will create balance issues for the warrior and ranger, and could conceivably create similar problems for other "split" characters. (Paladin/BlueMace Lady/Monkagon/etc., or a theoretical sword+pistol mesmer might end up with three different needed damage attributes in some situations, though only Anet would know this for sure.) Reading some Guild Wars Guru threads has described some other issues with the system, so overall it could probably use some work.
A lot of extra gameplay grind seems to potentially be getting introduced (Traits, leveling, and equipment all seem potentially strong sources). Since these elements already seem set in stone somewhat, the game will almost certainly need a very good sidekicking/scaling system, and good trait quest design (keeping the requirements short) in order to avoid throwing lots of grind into the game. Without knowing about the crafting system, its harder to say much about items, but grinding for them is also a potential issue.|||There are a lot of aspects that I really like about the game so far, however, like any good american, ill just list some complaints.
1. I REALLY dont like the potion idea. I MIGHT be able to live with ONLY energy potions, with no heal pots, but heal pots are gamebreaking for most mmos. I tend to see things from a pvp perspective, most of the time, and from what I've seen, every pvp game where pots are instrumental in the game design, battles are often tipped greatly in the favor of the guy who managed to get the stronger pots... This typically means, whoever knows the better pot crafter, or whoever grinded more get the win... I think thats a terrible way to decide the winner of a fight. A better player SHOULD be able to beat a player with less skill, even if they outmatch them by several levels, or by gear, in my opinion.
2. The Attribute system, as Minionman already stated. Usually casters need to focus their attributes on 2 main things. Energy, and spell power. Melee characters, on the other hand, usually have to split their attributes between Strength (melee damage), Dexterity(ranged damage and accuracy), Constitution(Higher max health), and ALSO energy... This tends to make it so casters do more damage, and are somewhat overpowered in most games that use this system.
3. Guild Wars 1 is boring now, and GW2 is not releasing info fast enough. lol|||I also don't like (hate, actually) the potions, but the only thing that (while very ambiguous atm) has me very nervous is that one line; "The energy bar LOVES offensive skills and HATES defensive skills.". I don't know specifically what they mean by that yet, so it could be a non-issue, but - taking the sentence at face value - I'm worried.|||Dislike: Potions, 12 minute recharges, sidekick system.
Like: Events, artistic direction.|||Quote:








I also don't like (hate, actually) the potions, but the only thing that (while very ambiguous atm) has me very nervous is that one line; "The energy bar LOVES offensive skills and HATES defensive skills.". I don't know specifically what they mean by that yet, so it could be a non-issue, but - taking the sentence at face value - I'm worried.




As far as I can tell, it only means that the game rewards preventing damage and offensive minding gameplay rather then straight up tanking. For example if pvp, if you're using offensive skills on a player who is just sitting there and self healing and tanking, the will run out of energy first.|||Quote:








1. I REALLY dont like the potion idea. I MIGHT be able to live with ONLY energy potions




Then what's the problem, again?|||Like: The art, the action game feel it seems to have, the weapon swap/skillbar swap mechanic.
Dislike: Potions (I'm not convinced it's the only system that will work, and so believe efforts ought to be made to find something that rewards good game-play rather than just having a button to refill your mana), making big numbers and calling it 'content', the fact the super-special-awesome quests look exactly like every other 'kill x of y' type quests, in every other game. Also, warriors don't look as fun as they should be. Attempting to balance skills around stupidly long recharges. Potential for the slippery slope of too many micro-transactions, turning into a cash shop game.|||I'm pleased that:
..there will be an Auction House
..necromancers get "Fear".
..minions don't require corpses
..I'll just go into "death shroud" and continue to ruin your day as a GHOST when my hp are gone|||Off the top of my head:
Dislike: Potions, long-recharge elites, levels
Like: Events, persistent zones, absence-of-trinity, environment art, outfit art, music, sound, graphic effects, instant travel|||Like: weapon bars, powerful but costly elites, dodging & rolling, races, instances & persistance, events, no competition for nodes etc, instant travel, storyline, auction house, art, bow/rifle warriors, melee rangers, healing/support on many professions, summons without corpses, downed combat, everyone can rez, no manditory trinity, ...
Dislike: 12min recharge, no 2nd profession...
Undecided due to lack of info: potions, levels...

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