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Guild Wars 2 Has The Best Mmo Engine Ever Designed

Out of all the mmo’s I have played, I have found I enjoy leveling in this game the most. The quest progression from area to area is seamless and easy to solo.. Even more fun in a duo with someone but totally casual and easy enough for everyone to enjoy themselves.

But this game really lacks in other aspects.. The sandbox element is non existent in this game and I think it is doing a great dis-service to the beautifully coded engine that this game has.. Even Gw1 was amazing for its time.. They really had/have? one of the best coders out of the diablo 1 trio that splintered off..

I’ve experienced star wars galaxies and ArcheAge as my only two sandbox type games and I have to wonder to myself why more companies don’t use some of those game designs/elements? I realize everyone was chasing the mythical 10 million wow subs, and don’t get me started on that because those numbers were so artificial its a joke..

So as everyone tried to copy wow and failed for the last 10 years, we are drowning in a sea of boring theme park mmo’s that all have that same “been there, done that” feeling.. it makes gw2 gold eu when more companies are going to get back to that epicness of the original idea behind mmo’s. It was about being able to do everything from fishing, to farming, to mining, to crafting using complex systems that required rare resource spawns etc.. Where are these games? We don’t need anymore clones to be honest.. You could make the best of the best theme park wow clone and it will still fail because the direction and strictures typically associated with theme park games.. They are designed on rails and more like riding a train across country.. It will get boring and fast no matter how pretty the scenery or how luxurious the cab-cars are.. Mmo players have what I like to call theme park burnout.. Caused by years of playing wow and the subsequent clones.

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Rebalancing The Scale-down Feature In Guild Wars 2

A lv80 in Queensdale should have just as much problems with a Centaur as they do with a Risen in Orr. At least, that’s my personal opinion. The low level zones are already extremely forgiving, with their yellow enemies, and rarely do you ever get into any kind of danger outside of skill points even as an actual newbie.

All end-game content in this game is balanced around Rares, so I see no reason why the low level content shouldn’t also be balanced around Rares too if you are capable of wearing them, especially since the next update will add low-level Exotics. Although some extra compensation is also needed for traits.

Furthermore, PvE needs a significant difficulty boost in general, more in line with the difficulty currently offered by the Southsun Cove and Mordrem mobs (which make the Risen look weak in comparison). Yes, it will make the game more difficult for newer players, but it will also mean that they actually need to group up with allies to accomplish their goals again (this is an MMO afterall).

There is just no excuse for only having four lv80 maps in the game, thus being forced to find end-game content in low-level areas, yet it be so rediculously easy.

Calm down, we made suggestions that you won’t get nerfed. It’s just that people want all 100% of the content to be relevant for them, not only 15% of the zones we have gw2 gold eu. Backscaling was made with that in mind. Why else would they have created that system? Currently you one/two hit most of the enemies when scaled back as a lv.80 with exotic/ascended gear.

So why not let people optionally have a bigger challenge by scaling back a bit more to play in the same range as a leveling player?

You rightfully ask why people don’t just put on some white gear. Fair question.

  • First of all, they would have a greater risk but without greater reward. It wouldn’t feel fair. You want something good out of a mob which took you 15min to kill.
  • Their builds won’t work either (builds that work with a certain amount of crit-value to generate specific effects).