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2/23/12 3:49:30 AM#121
Originally posted by BillMurphy how about that loading time between those zones??......2 seconds, 5 seconds, 30 seconds, 2hours? how is that....in SWTOR you dont even feel most zoning, you just walk in and BAM.....thats it. If i have to wait 2 minutes between zones i would get bored realy fast tough.
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stayontarget
Guide
Joined: 10/04/08
Girlfriends come and go but Epic battles are Soulbound |
2/23/12 4:05:21 AM#122
The good: Beautifully designed cities. The bad: Horrid overuse of partical effects in the gaming world. Click to target interface. Velika: City of Wheels: Among the mortal races, the humans were the only one that never built cities or great empires; a curse laid upon them by their creator, Gidd, forced them to wander as nomads for twenty centuries... |
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2/23/12 4:12:20 AM#123
"in SWTOR you dont even feel most zoning, you just walk in and BAM.....thats it."
In ToR you had to wait nearly 60 seconds in some of the bigger zones and I have a very fast pc with extremely fast internet. |
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2/23/12 1:29:41 PM#124
Can't comment too much other than to say this has grabbed my attention/// prorbaly play this till archeage |
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Powermike
Novice Member
Joined: 6/06/10
Eventually, the mmorpg with the developer closest to the customer will be the best mmorpg. |
2/24/12 8:19:28 AM#125
I know you have to find some bads but let's be honest, your bads are not of comparable quality.
5) Not being able to play in the Asura area is a "closed Beta limitation". Open beta will still come.
4) Also, teleport is only good. What's the point of traveling in a game if you have seen it already for a few times? It's a waste of time and players don't like it. Arenanet has done its homework. Besides, like you say it is a good game to play different characters, so this makes my point even stronger.
3) What do you expect, fast travel without loading? Even airplanes take time to land ;).
2) I'm not playing World of Tradeskills, I'm playing a storyline. Crafting is actually quite bad in an rpg, it doesn't belong there in a vast environment (does a hero craft much of its own stuff? Not at all.). Crafting somehow got assumed to be important but it really isn't.
1) Yeah well, that explains your flawed bads :D. Proud member of the global Midnight Squadron clan. Visit www.midnightsquadron.com for more info! |
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2/24/12 8:53:22 AM#126
Originally posted by Powermike
Wow, really? Ok you might want to reconsider what an immersive game world is all about. A vibrant market and crafting system are indeed a part of that. Crafting, shop and home ownership, guilds, guild buildings, systems that support all those are indeed important. They are not important to you, doesn't mean squat and your assumptiion that they aren't important is a flawed one. Quite bad? Ouch, your whole statement boggles my mind. Words fail me really on how I can break down your statement.
I want to say that maybe you are the one playing the wrong genre of gaming, but even that is too simple of a statement. Ah well, I can just hope that your mind set doesn't become the majority mindset on what makes a good mmo-rpg. To many bad tweaks have come down the pipe line in the last few years from players who should be playing "other" genre of gaming that have effected the mmo-rpg genre badly.
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2/28/12 3:11:40 AM#127
How was combat, and specifically targetting? Does tab-targetting do a blind three-sixty round robin, or does it do something more intuitive to the human animal like the frontal conal view prioritized by distance? Thanks for the article. :) Wherever you go, there you are. |
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2/29/12 8:48:36 PM#128
Personally, I don't find the zoning in GW1 too offensive. Would I rather have a seamless world? Sure. But it's not so objectionable it's a game breaker given the size of GW1 zones and the stuff to do/discover there. That's not what "destroyed AoC". What destroyed AoC was being flat out unfinished in key infrastructure areas such as Mail, Auction House, 1/2 finished crafting, too many quests bugged. And yes, there were problems at times with proper zoning, but not between map areas as I recall, but rather syncing up to party member instances within a zone (e.g. there were multiple instances of a given zone running, so when you formed a party you'd all have to sync to the same instance of it). Also note WoW makes / made some minor use of instancing when WoTLK released. Remember the one quest in Northrend (forget name) where Tyrion Fordring was in that base-camp? Auto-instanced players based on if they'd done that quest or not. If you had, the landscape was changed, if you hadn't it was the pre-battle setup for the mission. You'd see peeps on your radar as dots, right next to you, but not visible to you . . . . different instance. The point here is that instancing provides options for manipulation of content presentation to an entire population of players who may all be at different stages of progression. Note I'm not necessarily disagreeing with your instinctive touch/feel assessment of a seamless world. I prefer that as well and played WoW for five years, LOTRO for two. AoC for a bit. Several others. But I've found I don't object to the zoned approach as much as I thought I would. At least to the point it's not a game breaker. I thought I remember something being said about GW2 not being 100% zoned like GW1. That there was some areas, or area that's common and seamless? Apologies, vague recollection here. Anyone have a quick cliff-notes version description of the world / city structure? What's zoned, what's not? Wherever you go, there you are. |
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2/29/12 8:54:37 PM#129
Forget being paid off these guys are bias as hell. |
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3/04/12 2:50:44 PM#130
Shame for crafting. I hope they will improve that aspect of the game. Personally I always liked crafting, not just because of items you could make but also that was good way to interect with other players, making it more dynamic game and not to be just grinding and boring quests. |
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