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Guild Wars 2 Gameplay: "Easy Mode"
      
   
  1. #1
    Eir
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    "Easy Mode"

    I noticed that some naysayers equate the ANet devs' vision of making everything accessible to the game being child's play. I'm wondering if they saw the videos where actual designers of the game were getting manhandled by their own creations, and that's with ANet stating that the full release will be much more challenging.

    If GW2 is anything like GW1, people will have their work cut out for them trying to solo mobs without a good plan ahead of time. I'm not really trying to allay any fears that the game will be "easy mode", but at the same time I'm wondering what people's thoughts are on these claims. I personally feel that the scaling system will take care of the problem of there ever being a lack of challenge presented by the living, breathing world of Tyria. I've heard that more skilled players will find satisfaction fighting higher level enemies, provided they can maintain survivability via dodging.

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    Skorr's Avatar
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    Hmmm... I never really had my genuine say in the matter before, but I think I'll bite on the hook this time. I never saw GW1's system as that intrinsically complicated, honestly speaking; but it could be that I trust my keen common sense to wade through what would obviously be defunct or useless builds. Maybe that is something most people are lacking nowadays? It's a rather trusted asset I must say. I always hated the nature of most of the PvP in that game; in that it was really more about pre-planning than it was about actual real time application... 'twas so meh.

    I don't think GW2 will be an easy mode game for said people, and also for those used to only playing 'normal' or 'stone age' MMOs. You will see many who will expect to be able to cast a lightning bolt over their shoulder, or shoot fireballs out of their tooshes; then that's even before you get to the case of the stubborn 'non-movers'. Hell, this game would be a traditional healer's nightmare; if you've ever asked one to follow after you while keeping you topped up as a tank... you'll no doubt get the picture; you'd think you had a banshee in your midst. That is if GW2 even had healers that is.

    I'm not worrying about those people, I'm worried about me... because I'm one of those 'idiots' that try to solo anything and everything (such as some group-intended content) in the world and mostly succeed in going so. ;p

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    GW2Fans Admin Laida's Avatar
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    Only thing i'd like to add is that people often mix up "casual friendly" and "easy".

    Devs have said that they cant manage to clear some of the hardest dungeons, people that want difficulty will find it. But it will not be required to complete it to be able to experience all content. For example, you wont need x-gear to play y-dungeon. Casual friendly, hardcore friendly, easy and difficult. I'm sure they cater for all.

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    OreoNinja's Avatar
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    I'm one of those people who is concerned about the difficulty of this game, too.. But it seems to me that it's all about getting used to the dodging mechanic and having to move your avatar around constantly in battle...

    especially in PVP battles.. well.. i guess the dodging thing can help me in PVP since i usually suck at PVP in general... :/

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    Quote Originally Posted by Laida View Post
    Only thing i'd like to add is that people often mix up "casual friendly" and "easy".

    Devs have said that they cant manage to clear some of the hardest dungeons, people that want difficulty will find it. But it will not be required to complete it to be able to experience all content. For example, you wont need x-gear to play y-dungeon. Casual friendly, hardcore friendly, easy and difficult. I'm sure they cater for all.
    I hope so. There needs to be a challenge or people will just breeze through the content and then find a new game.

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    Eir
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    Quote Originally Posted by Skorr View Post
    I'm one of those 'idiots' that try to solo anything and everything (such as some group-intended content) in the world and mostly succeed in going so. ;p
    I do the exact same thing in most MMOs, because a lot of them don't encourage grouping like GW2 does, but I almost hope that I'll fail to adequately solo the entire game, because for one thing, that's not the point of such a great group game, but mostly I don't want to feel that the game failed to provide a meaty challenge.

    That's why I almost feel relieved when I see people getting slapped around in PvE content on Youtube videos of the game. It leads me to believe that if you form an impromptu group with another person, that the difficulty + the lack of traditional quests that might send you in different directions, you'll always be glad to have people around and you'll stick together more often than in the past.

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    Azshire's Avatar
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    I'm ok with the whole grouping thing as long as it doesn't become a requirement. That what started to suck about Everquest.
    It was ok getting groups at the lower lvls, but as you got to lvl 60+ is was extreamly hard finding a group. Thats where the fun stops. Nothing like sitting around spamming "LFG" for 5 hours cause no one has a use for your class or lvl. Hope that it is a mix of grouping and solo action. If you want to solo you can, and if you need to group you can. Just don't want to be forced into a box.

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    News Writer Ravenflame's Avatar
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    I agree Azshire. I think ANet has a hold on the balance they need to strike and I think a lot of people have gotten past the idea that casual means easy, accessible as said above is a much better word to use than easy. I HATED having to do dailies in WoW just to see content and hated having to spend hours to get enough gear to be "acceptable" skill should always outweigh gear, not by a huge margin but enough for it to matter.

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    i'm like Skorr and Eir in that I solo just about everything I can manage to and even in GW I've managed to persist fairly far, with the update of being able to use a full team of heros instead of you + 3 heros + 4 npcs. I think what a lot of people are getting confused on is Anet coming out bright and cheerful about how they're trying to do away with things like DP which overly punish people for failing to make the game more fun. Personally considering some other games which would drop all your loot when you died for others to pick up if you didn't get back to it quick enough, getting a hit to hp and energy isn't so bad. It can get fairly annoying to be an hour or so into a mission (like some of the long winded asuran missions) and make a mistake costing 15% or even better getting rez'd and splatted for extra 15% then it becomes much harder to continue on. My assassin is very squishy and for whatever reason the mobs tend to avoid magic users and head straight for me. I've since worked out ways around it and such, but there were times where I would just go into IDGaF mode and take them out one by one if I had to. As such, last I checked, my sin has somewhere in the range of 700+ deaths (out of 51m/o).

    Taking away DP for a new mechanic because in their words, when you die, you know you died and you messed up, there's no reason to constantly beat you down further. I do think that death penalties like in Rift (gain x% with no actually penalties until you are at a high enough %) are a little to lenient though. Looked like Anet is incorporating a near death situation where you still have a chance to revive which seems like a fairly neat concept, I've only seen it in FPSs so I can't wait to see their take on it.

    @Eir I believe I read an article saying Anet is trying to do the impossible and make the main campaign soloable while at the same time keeping it from not being to easy. The only way I can really see this happening is if with their push for dynamic content, they have the # of enemies scale with the # of people in the area. I'm anxious myself to see how they pull it off especially since I thought I read (could be wrong) they're trying to change or get rid of formal grouping and push more for a PUG style.

  10. #10

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    ^ Agreed, all the more reason that they bring on the pre release BETA sooner than later so that we get to see how some of this will feel/work out.

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