• Guild Wars 2 is 50% off till 11 May
    34 replies, posted
Eh, $35 is a bad price for a nearly 2 year old MMORPG that's endgame consists of being a weirdo in Lion's Arch or Divinity's Reach and grinding dungeons so you can play dress up. But to be fair, I did get about 100 hours out of it and there were bits of it that were fun and entertaining when it came out. And Anets desire to add content every month via Living Story is admirable, even if it is some what dull.
WoW is 9 years old and when I wasn't out playing content I just stood around dalaran or orgrimmar hoping someone was jealous of the fancy dungeon weapon I got from a lucky drop that one time. If you're going to look at it on that level there's not much to differentiate as for inothing, I can't really say what would be worth your time at this moment. DS2 would be tons of fun while it's new, whereas gw provides a good amount of content, is on sale, and the community is bustling pretty well at the moment. If you wait too much longer you might find yourself in a stagnant era again.
[QUOTE=dai;44730187]WoW is 9 years old and when I wasn't out playing content I just stood around dalaran or orgrimmar hoping someone was jealous of the fancy dungeon weapon I got from a lucky drop that one time. If you're going to look at it on that level there's not much to differentiate[/QUOTE] Sure, I wouldn't disagree with that. I'd say that the vast preponderance of MMOs could boil down to people competing to be the flashiest. GW2 simply took a symptom of a problem and turned into a feature. In my opinion, and I stress opinion, I find that which you described to be one of the fundamental issues with the genre. I personally think a game has failed when emergent gameplay in MMOs is farming items solely to display them to others. I could go into greater detail but it doesn't really matter. If you paid money for the game, and enjoy that sort of thing, who am I to say otherwise.
it's more a fundamental issue with how multiplayer progression works and how people treat it in a non-gameplay environment. What else are you supposed to do with your downtime other than show off how much you've progressed? I much prefer they actually focus on turning it into a feature (allowing you to mix/match stats and looks to make a character 'yours', rather than forcing you to use whatever color/style piece fell off a boss but had superior stats.). Yes, the look of unique drops is a recognizeable feature to say "I beat X boss and found the insanely rare sword he drops", but with skinning, you can show it off if you prefer a different weapons stats but love the prestige/aesthetic of the other one. I fully agree that the stat progression falls flat- literally plateau'd, 'exotic' was endgame stats and you could buy unique skins people found as drops for far cheaper than farming dungeons. Now there's ascended stats, which either have to be crafted by your own characters (locking it down to either lots of dedication in crafting), finding the lucky super-rare themed drops off of world bosses, or the slight occasional rank reward for WvW (only piece I've gotten thus far). I'm hoping they continue to add world boss updates and add better chances for themed ascended pieces (shatterer better be soon), if not an update to stats and an addition of asc chance to dungeon bosses the "unique but hard to match looks" issue looked better in endgame than mid-progression in most other stuff (WoW left you looking like a clown half the time) but when everyone pines for a particular dungeon's superior stats, everyone gets the same items. For instance, if you played FFXIV, your levelcap class armor felt boring and standard (if not ugly, IE ranger), then everyone and their mother had the same edgy black/red 'darklight' armor set. the only thing you broadcast with your appearance was "I caught up"
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