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 Post subject: Re: @guild wars 2
PostPosted: Sat Apr 28, 2012 2:35 am  
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Yewluze wrote:
Aestu wrote:
- is it as fluid as WoW?


Nope.


Wrong.

The servers being a mess for a ton of people doesn't help it's case though.


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 Post subject: Re: @guild wars 2
PostPosted: Sat Apr 28, 2012 2:36 am  
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Zaryi wrote:
The servers being a mess for a ton of people doesn't help it's case though.


Seeing as how GW1 servers are still far inferior to WoW's despite supporting a fraction the population, and pathing/movement in that game would still be terrible even if they weren't, I don't buy this excuse.


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 Post subject: Re: @guild wars 2
PostPosted: Sat Apr 28, 2012 3:45 am  
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The caveat also specifically said no Zaryis or Meowths because everyone knows you're both ridiculously biased.


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 Post subject: Re: @guild wars 2
PostPosted: Sat Apr 28, 2012 5:17 am  
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Aestu wrote:
Zaryi wrote:
The servers being a mess for a ton of people doesn't help it's case though.


Seeing as how GW1 servers are still far inferior to WoW's despite supporting a fraction the population, and pathing/movement in that game would still be terrible even if they weren't, I don't buy this excuse.


GW1 has rubber banding and click-to-move is the fastest way to get around, not WASD. GW2 doesn't have that. The only major gripe I have is that some moves on a Warrior have a delay attached to it but I'm sure this is related to having 1 set on auto cast. The other thing is the camera spazzes out once in a while when I right click so I'm suddenly running the opposite way or looking straight up.

When there is 30+ people doing an event the mob damage scales so high they eventually can one shot people which is hilarious to watch.

It plays almost exactly as I expected.

Yuratuhl wrote:
The caveat also specifically said no Zaryis or Meowths because everyone knows you're both ridiculously biased.

Nobody else is going to have an opinion except Yew which has been a string of nope.avi and "clunky", both of which I find to be untrue. Ask Follidus, he said it was amazing.


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 Post subject: Re: @guild wars 2
PostPosted: Sat Apr 28, 2012 9:22 am  
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Meowth wrote:
GW1 has rubber banding and click-to-move is the fastest way to get around, not WASD. GW2 doesn't have that.


wut

Meowth wrote:
The only major gripe I have is that some moves on a Warrior have a delay attached to it but I'm sure this is related to having 1 set on auto cast. The other thing is the camera spazzes out once in a while when I right click so I'm suddenly running the opposite way or looking straight up.


GW1 has both these anomalies. The former is attributable to the lack of a client-side global cooldown, compounded by clumsy servers.

In TBC, I don't know if you remember, Blizzard briefly played with making the global cooldown check server-side. Basically, it meant that WoW briefly played like GW1 has always played (and apparently GW2 does as well).

The results were so bad that within a week they changed it back.

edit: refresher

The question is whether Anet has learned from what WoW has always done best. I see no evidence of this.

Meowth wrote:
When there is 30+ people doing an event the mob damage scales so high they eventually can one shot people which is hilarious to watch.


GW1 and STO both effectively have this mechanic - the tuning sans scaling. It basically means that killing bosses comes down to zerging the mob down before it picks off raid members one by one (lol Tactical Cubes).

Meowth wrote:
Quote:
...everyone knows you're both ridiculously biased.
...both of which I find to be untrue.


Oh ok, glad we cleared that up.

I mean I'm going to give the game a chance, I'm just far from sold on it. Playing GW1 Anet has its own smaller army of fanboys who think that Anet devs can do no wrong and that it's unthinkable that the Anet people could say things only to make more money than they would by telling the truth.


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 Post subject: Re: @guild wars 2
PostPosted: Sat Apr 28, 2012 2:44 pm  
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mmm, DR.

Lion's Reach is better though :/


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 Post subject: Re: @guild wars 2
PostPosted: Sat Apr 28, 2012 2:49 pm  
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Meowth wrote:
Ask Follidus, he said it was amazing.


That's an opinion I'd trust, because he's PvP'ed as a rogue.


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 Post subject: Re: @guild wars 2
PostPosted: Sat Apr 28, 2012 2:49 pm  
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loldykecuts

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 Post subject: Re: @guild wars 2
PostPosted: Sat Apr 28, 2012 3:43 pm  
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Guess I'm watching more anime tonight >.>

Quote:
Sorry! Guild Wars 2 is currently soldout.

To ensure the highest quality service we have temporarily limited the number of copies of Guild Wars 2.

As more capacity becomes available, we will make Guild Wars 2 available for sale again.


On the one hand this sounds bad because it means there servers are already being over run, on the other hand it means there is a good amount of interest in the game?
How how the servers been holding up for you folks that are playing this weekend? When I was in the regular Beta they where mostly good(load screen kinda sucked on my compy but what ever), there were just a few sever restarts and I had an issue a few times where it would DC me trying to walk somewhere and then I would lose all my game data from that play session(I lost 3 levels once...).


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 Post subject: Re: @guild wars 2
PostPosted: Sat Apr 28, 2012 3:54 pm  
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DoubleH wrote:
On the one hand ... on the other hand...?


omfg


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 Post subject: Re: @guild wars 2
PostPosted: Sat Apr 28, 2012 5:46 pm  
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Aestu wrote:
Meowth wrote:
GW1 has rubber banding and click-to-move is the fastest way to get around, not WASD. GW2 doesn't have that.


wut


Quote:
and pathing/movement in that game would still be terrible even if they weren't

I have no idea what you mean otherwise.


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 Post subject: Re: @guild wars 2
PostPosted: Sat Apr 28, 2012 6:11 pm  
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What is your understanding of what rubber-banding is? I don't mean what it looks like, I mean, why does it exist and what purpose does it serve?

WoW and most MMOs have click-to-move. It's a horrible way to move, especially in a game with such bad responsiveness, because it precludes marginal adjustments, making overcompensation a near-certainty.

To say that GW2 "doesn't have" click-to-move is like saying GW2 doesn't have red-green colorblind mode. I'm sure that the final GW2 release if not the beta will include click-to-move; it hopefully won't be necessary as it was in GW1, being a solution to an obsolete problem (GW2 does have jumping right?)

GW1's terrible responsiveness is due in part to much worse server hardware, but also the fact the game is simply not as well programmed as WoW. So, that's what I mean by "the responsiveness would be terrible even if the server hardware was as good as WoW's".

Does that clear things up for you, Meowth?


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 Post subject: Re: @guild wars 2
PostPosted: Sat Apr 28, 2012 6:41 pm  
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There is player collision and 'blocking' in GW1 which you see used in pvp and useful somewhere else maybe. It is fundamentally different than WoW.


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 Post subject: Re: @guild wars 2
PostPosted: Sat Apr 28, 2012 7:12 pm  
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Meowth wrote:
There is player collision and 'blocking' in GW1 which you see used in pvp and useful somewhere else maybe. It is fundamentally different than WoW.


That has nothing to do with responsiveness and latency, and those functions can be switched on and off in both WoW and GW.

GW giant turtles, for example, have no collision; WoW iceblocks do.

Like we said, though...you're biased...and you're bending over backwards to justify bias.


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 Post subject: Re: @guild wars 2
PostPosted: Sat Apr 28, 2012 7:26 pm  
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You wanted to know why the pathing and movement was terrible in GW1. I told you why it is server based but you can keep denying it all you want. I meant player collision as in Player-Player, which is why I stated pvp specifically.


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