Quote (steezinNA @ Feb 28 2012 08:28pm)
Ok, first of all, F2P is a term for newer gamers. See, us old gamers actually PAID to play a game per month, there was no F2P back then. But now you got all these little kids who have computers but no job and mommy and daddy dont make enough money. So what do game companies do? They create paid versions, and free versions. Mind you, these games have basically already failed and are basically in the "maintain enough income to keep our jobs" mode (ala AO LOTRO as examples). And now it seems even more games are coming out with item shops (aka give us money and will give you content).
Thank you for agreeing with me that most gamers cant understand basic concepts at all. Game design and games enigines? Please. You think the average blogger/writer @ videogames.com (aka "press") knows anything about a game engine other than maybe the name of the particular engine being used in a game? I highly doubt it. What kind of analysis could a console gamer give an mmorpg company on their "pvp" aspect of the game? Probably nothing. PvE? WHo cares, PvE is boring as hell and most people macro thru it anyways.
THe most concerning feed back i've read (atleast in terms of what im looking for in the game) is that battles tend to be favored by the larger numbered force. Now you might think well yeah the larger number force should win, they have more people. Well yes, this is true, but with more people generally comes more "bad players" and "afks", I could go on forever. So the larger force isnt technically always "Ready to fight" compared to say a smaller force whos using macros/voice chat to communicate. Now, in most pvp games, if the larger force is large enough it will just overwhelm the smaller force by sheer numbers alone, yet there has been many a times the smaller force could prevail because of superior play and synching of abilities and awful play by their enemies.
Unfortunately from what Ive read, Heals are very limited, CC is very limited, and damage abilities are commonplace. Many of the reviews I read contained such comments as "Basically whoever spams their dps abilities fastest in a Zerg vs Zerg fight is going to win", very disheartening since they are trying to mimic daoc with this "WvWvW" AKA REALM VS REALM.
Okay, lets start..
1. GW isnt f2p. GW2 isnt f2p. Its BUY to play. You know... like old gamers used to call games that didnt have a recurring monthly fee... maybe you're not old enough to remember... (Tried to be as condescending as yourself, not sure if i pulled it off)
2. Yes, plenty of reviewers dont know much. Guess what... you dont have to pay attention to them. There are plenty out there that do. Dont know why you bling up console gamers, probably to try and reinforce your moot point.
3. GW2's only structured pvp so far is 5v5... I dont know if you've ever played a game with WvW pvp, but its pretty obvious that a larger force will beat a smaller force. Yes there will obviously be more people not pulling their weight. Hence why WvW is 'casual' pvp and not tournament level pvp. I'm not sure what point you are trying to make other than pointing out the obvious point that WvW pvp has never really been very skill based. Its more numbers & tactically orientated (assuming you can even achieve that level of organisation through guilds/agencies/alliances etc. A smaller force can still prevail against a larger one, and gw2 asrguably adds plenty of 'new' ways to reinforce the skill differencial and be rewarding of it. So...
I dont think you understand what zerg vs zerg means. ZvZ implies that both sides are mindlessly spamming with no cohesion or skill. Under that pretense then OBVIOUSLY the side with more players/damage output will win. In the same way that a ZvZ with more healers in another game will win. HOWEVER, as i said before, this is under the pretense of zerg vs zerg. In a game like GW2 everyone have not only their own self heal, but countless utility skills and so on. In a sense, healers arent really gone, the role is just split between the players. So instead of having 500 units of healing done by 2 players outputting 250 each (dedi healers), you have 500 units of healing done by 20 players outputting 25 units each through their utility heals etc. Examples of this could be healing turrets, an elementalists water spec and so on. So in this fashion, it actually makes sense that skill is MORE rewarded since it will be a group effort to be fully effective, rather than 2 dedicated healers facerolling the heals while the dps...dps.
Saying that "CC" is very limited is just plain wrong. Not much to say about this. You clearly havent even looked at the various conditions and the skills classes have.
To be honest, you havent made a single point of note. You've made points which are generally flawed, or outright obvious. Such as classes having lots of damage abilities when there arent dedicated healers or tanks. Well no shit. IF everyone is a 'dps' class then obviously they will have high damage output.
BUT in gw2 using weapon systems you can differentiate the division of your class in a sense to a degree (overall classes will still retain plenty of defensive/healing etc abilities) but for example a greatsword guardian would be less support orientated than a scepter + focus guardian.
If you look at say an elementalist, you can see how different weapon sets influence the 4 different elements, which are already in and of themself somewhat distinguished. Fire is mainly dps/burning conditions etc, while frost offers the chill condition, and AoE heals/passive heals etc.
Other classes have abilities such as the guardian having a cone ability in front of him, which heals friendly targets / does some damage i believe it is to enemies. So despite there being no targeted heals, that doesnt mean there arent abilities which are more supportive which heal.
This post was edited by silentdeathz on Feb 28 2012 01:51pm