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No more sidekicking up?

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  • XthosXthos Member UncommonPosts: 2,739

    Originally posted by Monorojo

    Taking out content that you promised your fanbase is horrible no matter how hard some people want to spin this, and my very well be a sign of things to come (broken promises, broken hearts)

     I would call this more a feature, than content, as the content is still there....Features change during closed beta, I challenge anyone to find a mmo that they didn't change in closed beta...

     

    After the last 5 years of mmos, I don't expect a ton from devs....

     

  • dontadowdontadow Member UncommonPosts: 1,005

    Originally posted by Monorojo

    Taking out content that you promised your fanbase is horrible no matter how hard some people want to spin this, and my very well be a sign of things to come (broken promises, broken hearts)

    Have they removed any content? You can go anywhere yu want, but for casual pve you can't level up to the area.  

  • silvermembersilvermember Member UncommonPosts: 526

    Originally posted by Monorojo

    Taking out content that you promised your fanbase is horrible no matter how hard some people want to spin this, and my very well be a sign of things to come (broken promises, broken hearts)

    It's not taking out content. Sidekicking is still in the game, just not in PvE. Beside you are confusing a feature with content. NO content was lose, in some ways content was actually protected because a lot of people would rush through the game via sidekicking up and later complain how there isn't enough content when they got the the appropiate level, even though its their fault for getting sidekick up. 

     

  • itgrowlsitgrowls Member Posts: 2,951

    Originally posted by Nadia

    Originally posted by Monorojo

    Taking out content that you promised your fanbase is horrible no matter how hard some people want to spin this, and my very well be a sign of things to come (broken promises, broken hearts)

    people can still sidekick up in WvW pvp

    http://www.tashadarke.co.uk/2012/04/eufandayqandapt1/

    ANET also removed companions from their earlier announced intentions - I saw no problems with that

    http://wiki.guildwars2.com/wiki/Companion

    game is not available yet for pre-ordering, these are SMALL changes

    inorite /facepalm @ Monorojo

    not to mention that Anet unlike other companies have been nothing but completely open and honest about what they've removed, which means we won't have a launch where the game is completely different then the beta with missing features and combat that isn't as "epic" as they claimed it would be, ahem.

  • dontadowdontadow Member UncommonPosts: 1,005

    Originally posted by evilastro

    Originally posted by DarkPony


    Originally posted by dontadow


    There's no killing ten rats

    Not too sure about that. In the vids so far I've seen a huge number of Dynamic Event sub-objectives which seemed just as chore-like as in standard questing, up to and including escorting slow moving npc's along predetermined paths between a predetermined (and actually numbered) amount of objectives with predetermined npc spawn encounters. Etc.

    i.e. The point this picture tries to bring across:

    image

    I think it is very safe (and wise) to assume that while the way questing is packaged, the way they are distributed and sometimes hidden in the world and the way you pick them up in GW2 might be novel, the actual tasks the DE's consist off won't be so revolutionary at all in most cases.

     

    There are still kill quests, regardless of how you dress it up. If people are expecting something radically different then they will be disappointed, the game is still an RPG.

    That being said, the picture you linked refers more to the 'heart events' rather than the 'dynamic events'. Heart events are closer to traditional quests, and are more common in low level areas but get less and less frequent as you level up, giving way for more dynamic events. The heart quests also have a variety of things to do like putting out fires, throwing snowballs at kids, feeding animals, helping gather apples etc. Not mind blowing, but still a nice diversity.

    Dynamic events usually don't have counters showing how many you have killed, sometimes they have bars showing the remaining strength of a structure you are defending or whatever, but the event just keeps going until there are no more waves of attackers.

    Yes, you are correct, it is a game, and there are objectives.  By this logic all games are the same, nothing changes.

    The example is actually a description of dynamic events and Heart Events.  Neither have a counter.  Dynamic events will and can end when the bar of total things done is used up, just like the Heart Events.  The difference is that dynamic events lead to other dynamic events, heart events are fairly static.   

    Questing in GW2 means that you quest with others, there is no isolation bubble where everyones selfish and no ones helping everyone else.  It really helps the imerrsion factor when the questi s more important than the individual goals.  

  • DarkPonyDarkPony Member Posts: 5,566

    Originally posted by dontadow

    *snopages*

    Yes, you are correct, it is a game, and there are objectives.  By this logic all games are the same, nothing changes.

    The example is actually a description of dynamic events and Heart Events.  Neither have a counter.  Dynamic events will and can end when the bar of total things done is used up, just like the Heart Events.  The difference is that dynamic events lead to other dynamic events, heart events are fairly static.   

    Questing in GW2 means that you quest with others, there is no isolation bubble where everyones selfish and no ones helping everyone else.  It really helps the imerrsion factor when the questi s more important than the individual goals.  

    Some tasks do: check this vid

    For this task he needs to escort a Charr along exactly 5 Devourer nests to find the perfect one. At 17:48 he speaks his mind about these numbered objectives.


  • Originally posted by dontadow

    Originally posted by evilastro


    Originally posted by DarkPony


    Originally posted by dontadow


    There's no killing ten rats

    Not too sure about that. In the vids so far I've seen a huge number of Dynamic Event sub-objectives which seemed just as chore-like as in standard questing, up to and including escorting slow moving npc's along predetermined paths between a predetermined (and actually numbered) amount of objectives with predetermined npc spawn encounters. Etc.

    i.e. The point this picture tries to bring across:

    image

    I think it is very safe (and wise) to assume that while the way questing is packaged, the way they are distributed and sometimes hidden in the world and the way you pick them up in GW2 might be novel, the actual tasks the DE's consist off won't be so revolutionary at all in most cases.

     

    There are still kill quests, regardless of how you dress it up. If people are expecting something radically different then they will be disappointed, the game is still an RPG.

    That being said, the picture you linked refers more to the 'heart events' rather than the 'dynamic events'. Heart events are closer to traditional quests, and are more common in low level areas but get less and less frequent as you level up, giving way for more dynamic events. The heart quests also have a variety of things to do like putting out fires, throwing snowballs at kids, feeding animals, helping gather apples etc. Not mind blowing, but still a nice diversity.

    Dynamic events usually don't have counters showing how many you have killed, sometimes they have bars showing the remaining strength of a structure you are defending or whatever, but the event just keeps going until there are no more waves of attackers.

    Yes, you are correct, it is a game, and there are objectives.  By this logic all games are the same, nothing changes.

    The example is actually a description of dynamic events and Heart Events.  Neither have a counter.  Dynamic events will and can end when the bar of total things done is used up, just like the Heart Events.  The difference is that dynamic events lead to other dynamic events, heart events are fairly static.   

    Questing in GW2 means that you quest with others, there is no isolation bubble where everyones selfish and no ones helping everyone else.  It really helps the imerrsion factor when the questi s more important than the individual goals.  

    The game is, of course, limited by its interface.

     

    However that cartoon is still very misleading.  If you notice they play a nice little trick.  They assume that because you are always picking up 10 apples you are also always put into an environment where the things that attempt to prvent you from getting said apples is always the same.

    This is wrong.  There are not always 4 stick figures around the apples in GW2.  Exactly how or what is around the apples will change based on various factors, the largest being who else is helping.

    So you have extra inputs into the system, players affects things.  And you get different results in the challenge that attempt to block the goal.

     

    Now it would be cool if in addition to that the number of apples changed randomly or possibly even change whether its appels.  We know from TotalBiscuit that at least one of the events has a stage that is set AND tell you the exact amount.  It may be they are all this way and merely obfuscate that.  We know that some are obfuscated in one way or another.

     

    Still that cartoon is misleading.  It implies the events are exactly as static as most WoW or similar games quests.  This is patently false.

    Now if this was Rift there might be a point as Rift's rifts were standard in the waves.  Every wave the same and each wave predicable in its nature.  Only the actual state of the ZONE was affected by players (ie. amount and level of rifts.)

  • DistopiaDistopia Member EpicPosts: 21,183

    Originally posted by dontadow

    Originally posted by Tardcore


    Originally posted by Corehaven


    Originally posted by DarkPony



    Yeah, side kicking down is very nice. You won't outgrow content and become a demi-god when you venture back to lower leveled areas to help others. Even though you'll still have access to more abilities and functionality so we'll have to see about how that will pan out. The same with the stat boosting to level 80 in WvW: the true 80's will probably have a lot more oomph due to many advantages other than gained through level stats. But anyway, that's not what they changed. It's the sidekicking up.

     

    Right and I figure thats the way it should be.   I dont want to go play with a higher level in a zone that really in reality should be too dangerous for me.  What just because Im with a friend I get stronger or am somehow more able?  No Im not.  Im a stupid level 14 and I have no business being here. 

     

    Meanwhile I dont care how good at kung fu you are.  A wild boar could certainly hurt me, and as for Mr. Kung Fu master over here....same deal.  Oh he may be able to strike some pressure points on the dumb animal or flip out of the way, but until he takes the thing down he's still in mortal danger as much as I am.  Thats the way GW2 works now, and Im all for it. 

     

    Yea those 80s will have a ton of skills and that will sure help them, but a threat is a threat.  Whether Im Neo from the Matrix, or Steve Urkel, a guy running at me with a knife is still a guy running at me with a knife.  If Im not paying attention, Im dead.  Even in a level one zone. 

     

    All Im saying is I feel this change makes things as they should be.  Or at least smooths things out. 

    Sorry mate, I just don't agree. Literary / film example,  by your logic Frodo and the rest of the hobbits would have had to spend most of the series fighting bats, rats, and baby goblins, rather than mixing it up with orcs, trolls and Nazguls.

    Now of course an MMO is not a film nor a book, but I see no reason that lower level adventures, with the help of more experienced companions, would have any more issue fighting tougher mobs so long as they didn't get a disproportionate amount of xp and loot. And since players can do EXACTLY this in the Mists at level one, don't tell me A-net has no way to balance this out properly.

    So f*cking what if some players will bypass some of the content, its their choice to do so. And I'd be willing to bet quite a few of the PVP oriented players will do exactly this in the Mists anyway.

    I thought people were fired up about this game because it was trying to break some of the annoying, or at least stagnant, MMO sterotypes. Why then do you think the best way they can handle this situation is by forcing higher level players to "dumb down" so they can wade through the exact same content they have already completed, in order to adventure with a friend of disproportionate level? Wouldn't it be funner for all involved for the one guy who is low level to venture out and test his metal against some snow ogers rather than get all the big boys to put themselves at a disadvantage to come help him stomp some house cats?

    Well, if we're using LOTR, Frodo and his party were not "leveled" enough to be in the zone they were in, thus they snuck pass,. As a matter of fact a lot of Lord of the Rings involved them sneaking passed things. That's why I don't care for leveling up to the area. I love the feeling of being somewhere I was not suppose to be. AT no point did Frodo go head to head with an orc band in the 1st film. It would have been suicide.  

    When game designing, something may sound cool, but you have to look at why you did it in the first place. The point of sidekicking was to allow you to always be able to play with your friends.   In order to enjoy a fine wine, you have to sip it, and kicking up could have encouraged drinking it like a 40 oz.  

    They could only sneak by because they sere sidekicked up, if they weren't, their stealth skill would have been too low. :P

    For every minute you are angry , you lose 60 seconds of happiness."-Emerson


  • just1opinionjust1opinion Member UncommonPosts: 4,641

    Originally posted by Serelisk

    Originally posted by Zzad

    I simply love it !

    You can still feel the thrill of leveling up!

    but you can go back & still be challenging.

    nuff said-

    I don't get it.

    I mean, I still think there's a thrill in leveling up because you gain access to skills and traits to customize your character with actual leveling, but as I see it with DE's, there are now large restrictions on the amount of content available for you and your friends to play together and still mutually benefit from

     

    Just so you know....because it sounds like you don't....drops are for your level whether you are 3 or 80.  When you are down sidekicked, let's say at 40 but you're playing as a lvl 5 in a lvl 4 zone, the drops will not be lvl 5 for you, they'll be lvl 40.  So in THAT way there IS mutual benefit.  Beyond that....I'm not sure what you're saying.  Sometimes it's just nice to help someone else as they go through THEIR journey of leveling up.  I mean, after all, you can go right back to your own level areas after a while, so.....what's the problem?

    President of The Marvelously Meowhead Fan Club

  • RefMinorRefMinor Member UncommonPosts: 3,452
    Way to go, people are cheerleading Anet for removing options, grow spines people.
  • DistopiaDistopia Member EpicPosts: 21,183

    Originally posted by just1opinion

     

    Just so you know....because it sounds like you don't....drops are for your level whether you are 3 or 80.  When you are down sidekicked, let's say at 40 but you're playing as a lvl 5 in a lvl 4 zone, the drops will not be lvl 5 for you, they'll be lvl 40.  So in THAT way there IS mutual benefit.  Beyond that....I'm not sure what you're saying.  Sometimes it's just nice to help someone else as they go through THEIR journey of leveling up.  I mean, after all, you can go right back to your own level areas after a while, so.....what's the problem?

    If that's the case what's the issue with side-kicking up?

    What's the difference between repeating areas that are high level, and repeating those that are low level?

    For every minute you are angry , you lose 60 seconds of happiness."-Emerson


  • silvermembersilvermember Member UncommonPosts: 526

    Originally posted by RefMinor

    Way to go, people are cheerleading Anet for removing options, grow spines people.

    Sidekicking up is still in the game where it counts.... WvW.

    I personally hated Sidekicking up and thought it was unnecessary.  Arenanet has generally removed or modify features they found to bad for the game, one of the things about ALPHA and beta is to take out features that hurt the game in some way. 

    Anyways, your point would be valid IF "sidekicking up" was a heavily advertise feature of the game (which it wasn't). And I find it funny that the people that usually whine about stuff like these were never going to use them in the first place.

    OH BTW, your post is the perfect example of hippy nonsense.

  • ConnmacartConnmacart Member UncommonPosts: 722

    Originally posted by Distopia

    Originally posted by just1opinion



     

    Just so you know....because it sounds like you don't....drops are for your level whether you are 3 or 80.  When you are down sidekicked, let's say at 40 but you're playing as a lvl 5 in a lvl 4 zone, the drops will not be lvl 5 for you, they'll be lvl 40.  So in THAT way there IS mutual benefit.  Beyond that....I'm not sure what you're saying.  Sometimes it's just nice to help someone else as they go through THEIR journey of leveling up.  I mean, after all, you can go right back to your own level areas after a while, so.....what's the problem?

    If that's the case what's the issue with side-kicking up?

    What's the difference between repeating areas that are high level, and repeating those that are low level?

    Ask Anet, because any issues are only known to them. The rest of us can only speculate.

    It could be a problem with game mechanics. Just because you are higher level doesn't mean you are also effective enough to participate. Say 20 people tackle a DE and 16 of them are far below the intended level the DE might become nigh impossible.

    Anet could fear people would go straight for higher content leaving lower areas deserted.

  • ConnmacartConnmacart Member UncommonPosts: 722

    Originally posted by Torvaldr

    Originally posted by gainesvilleg


    Originally posted by fenistil


    Originally posted by DarkPony


    Originally posted by aesperus


    Originally posted by DarkPony


    Originally posted by dontadow


    There's no killing ten rats

    Not too sure about that. In the vids so far I've seen a huge number of Dynamic Event sub-objectives which seemed just as chore-like as in standard questing, up to and including escorting slow moving npc's along predetermined paths between a predetermined (and actually numbered) amount of objectives with predetermined npc spawn encounters. Etc.

    i.e. The point this picture tries to bring across:

    image

    I think it is very safe (and wise) to assume that while the way questing is packaged, the way they are distributed and sometimes hidden in the world and the way you pick them up in GW2 might be novel, the actual tasks the DE's consist off won't be so revolutionary at all in most cases.

    Well, it kinda goes back to the conundrum of event-based games. There's only so many types of events you can do, the best you can do is to try and dress them up to seem more interesting / dynamic. However, you will always either be killing something, collecting something, running something, or protecting something.

    That said, I believe this was one of TotalBiscuit's criticisms on the game. Some of the DEs just have static 'kill X or collect Y' amount of whatever. It would be better if they could introduce a more random element to these events, or at the very least 'hide' the counter, so we don't know exactly how many of X or Y we are grabbing.

    Yup, I saw that too. It was one of the rare points of constructive criticism on the game from "press" in the past weeks and I fully agree with him. They should really try to make event stages like that feel less predetermined.

    + 1

    and 

    AFAIK 

    Some (all?) events 'reset' way too quickly.

    They should be slowed down and by alot imo.

    Events impact on world should be much much longer.

    For GW2 fans sake I hope it is more persistant than the Rift invasion effects, which just reset after a certain amount of time regardless of what you do.  Dynamic events have yet to be done very well in any game thus far, so Anet has their work cut out to truly innovate there.  Stringing simple kill/gather/fedex/escort quests together might be a baby step in improving dynamic questing, but if that's all it is then I have a feeling many will be very disappointed after a couple weeks...

    This topic gets raised fairly often on the RIFT forums.  Trion changed dynamic events to be less persistent because players, despite saying so on forums, didn't like that.  It interfered with quest progression, exploration, and how players wanted to play the game.

    It appears that there is a balance, at least in a heavily quest based environment, between how long the environment can change before loss of access to progression and task accopmlishment annoys the player.

    Dynamic events have to give the illusion of a malleable world while not interfering with player expectations for access and progression to their world.

    So ANet can provide dynamic events as long as they don't interfere with permanent quest hubs or actually alter the world in a significant way for long periods of time.  DEs can dramatically affect areas longer where no one really cares what happens.

    You realise GW2 has no quest hubs so DE's can be as permanent as Anet wants them to be. Also since DE's scale in difficulty 1 player might be able to undo all the so called damage they did. Anet is trying to make a world that seems to live on it's own regardless of what players do, which is a step up from all the static worlds out there.

  • Eir_SEir_S Member UncommonPosts: 4,440

    Originally posted by RefMinor

    Way to go, people are cheerleading Anet for removing options, grow spines people.

    It's not like they removed traits or the ability to dodge.  I never considered sidekicking up to be remotely important or interesting myself, and if the devs don't feel it will work, who am I to argue?  I don't know how to make video games.

  • SereliskSerelisk Member Posts: 836

    Originally posted by Connmacart

    Originally posted by Distopia


    Originally posted by just1opinion



     

    Just so you know....because it sounds like you don't....drops are for your level whether you are 3 or 80.  When you are down sidekicked, let's say at 40 but you're playing as a lvl 5 in a lvl 4 zone, the drops will not be lvl 5 for you, they'll be lvl 40.  So in THAT way there IS mutual benefit.  Beyond that....I'm not sure what you're saying.  Sometimes it's just nice to help someone else as they go through THEIR journey of leveling up.  I mean, after all, you can go right back to your own level areas after a while, so.....what's the problem?

    If that's the case what's the issue with side-kicking up?

    What's the difference between repeating areas that are high level, and repeating those that are low level?

    Ask Anet, because any issues are only known to them. The rest of us can only speculate.

    It could be a problem with game mechanics. Just because you are higher level doesn't mean you are also effective enough to participate. Say 20 people tackle a DE and 16 of them are far below the intended level the DE might become nigh impossible.

    Anet could fear people would go straight for higher content leaving lower areas deserted.

    Exactly why I stopped wasting energy explaining my point here. Since no one managed to give me a satisfactory explanation for why it should've been removed from the game, I can only count on Anet to do so, it would seem. I really hope they will do so.

    The sidekick up feature, as far as I understood it, meant that 1 person could only sidekick up 1 other player. So at most, you would have 10 regular leveled players and 10 sidekicked to that level. And you're really only able to be completely useless under 10. By that time, you'd have at least 1 utility skill and all your weapon skills unlocked. Also, ArenaNet has the participation -> scaling system which takes account for how much players are participating and scales the event accordingly. If most players are completely useless, they'll be logging bronze participation and likely not contributing that much to the event.

    If it was simply a matter of wanting people to do the content while leveling, then they would not have provided 2 other means for players to level all the way to max level exclusively; players can do so in both World versus World PvP and their personal storyline.

     

     

     

  • DistopiaDistopia Member EpicPosts: 21,183

    Originally posted by Connmacart

    Originally posted by Distopia

    If that's the case what's the issue with side-kicking up?

    What's the difference between repeating areas that are high level, and repeating those that are low level?

    Ask Anet, because any issues are only known to them. The rest of us can only speculate.

    It could be a problem with game mechanics. Just because you are higher level doesn't mean you are also effective enough to participate. Say 20 people tackle a DE and 16 of them are far below the intended level the DE might become nigh impossible.

    Anet could fear people would go straight for higher content leaving lower areas deserted.

    I'm not sure it would be an actual issue stopping this really, this seems to me to be something more to do with time. It was fairly early on when they talked about this stuff, it would be my guess it's just one of those "plans" that slipped through the cracks. The nature of this type of system really wouldn't be any different than down-leveling, but working loot to fit in, systems that track player level and hand out rewards according, would take a lot of time IMO. Time better spent on something else.

    Just my speculation on it.

    For every minute you are angry , you lose 60 seconds of happiness."-Emerson


  • niceguy3978niceguy3978 Member UncommonPosts: 2,047

    Originally posted by RefMinor

    Way to go, people are cheerleading Anet for removing options, grow spines people.

    They were previously arguing this was one of the best features.  You could go anywhere!  Do anything!  All at a low level.  See it all on your own timeline.  

  • DistopiaDistopia Member EpicPosts: 21,183

    Originally posted by niceguy3978

    Originally posted by RefMinor

    Way to go, people are cheerleading Anet for removing options, grow spines people.

    They were previously arguing this was one of the best features.  You could go anywhere!  Do anything!  All at a low level.  See it all on your own timeline.  

    TBH I don't remember any talk about this as much as they talked about deleveling to play with friends, I didn't even know this was planned until this thread, I knew about PVP up-leveling, but not PVE.

    For every minute you are angry , you lose 60 seconds of happiness."-Emerson


  • XthosXthos Member UncommonPosts: 2,739

    Originally posted by RefMinor

    Way to go, people are cheerleading Anet for removing options, grow spines people.

     I don't hang on every word ANET says, I haven't even looked at the 'leaked' cash shop list...I knew about sidekicking up in PvP...Which I am fine with, and sidekicking down in PvE....Didn't know they were going to sidekick up in PvE....I don't like the option, so sorry I am not upset and raging that something I don't even like is not going to be done now...

    I am fine with sidekicking up in PvP, I would be fine if they didn't sidekick up in pvp.....I rather like the idea of sidekicking down in PvE, as I am often in the position of playing down to friends and it sucks and is boring after a bit...Now I can play normal and play with lower level people....I don't really need or want to be able to get to all PvE content from day 1...

    Now if this was a feature I wanted, I wouldn't be happy....But its not...

  • ZzadZzad Member UncommonPosts: 1,401

    Originally posted by Xthos

    Originally posted by RefMinor

    Way to go, people are cheerleading Anet for removing options, grow spines people.

     I don't hang on every word ANET says, I haven't even looked at the 'leaked' cash shop list...I knew about sidekicking up in PvP...Which I am fine with, and sidekicking down in PvE....Didn't know they were going to sidekick up in PvE....I don't like the option, so sorry I am not upset and raging that something I don't even like is not going to be done now...

    I am fine with sidekicking up in PvP, I would be fine if they didn't sidekick up in pvp.....I rather like the idea of sidekicking down in PvE, as I am often in the position of playing down to friends and it sucks and is boring after a bit...Now I can play normal and play with lower level people....I don't really need or want to be able to get to all PvE content from day 1...

    Now if this was a feature I wanted, I wouldn't be happy....But its not...

    +1

    think the same

  • heartlessheartless Member UncommonPosts: 4,993

    The fact is that the game is in development. Certain features are bound to be added, changed or removed. It's not like they released the game with sidekicking up and then removed it. It was a feature that obviously had some flaws in it and didn't work as was expected so they removed it.

    And honestly, I don't understand all this whining. You'll have no one to sidekick up to once the game launches anyway.

    It doesn't even make sense to sidekick up! GW2 has zones with certain level ranges. They may as well make all zones the same level range, if sidekicking up was in. Hell, they may as well remove leveling completely. I mean what's the point in leveling to level 30 when you can just go to a level 30 zone and *poof* you're level 30.

    image

  • Eir_SEir_S Member UncommonPosts: 4,440

    Originally posted by niceguy3978

    Originally posted by RefMinor

    Way to go, people are cheerleading Anet for removing options, grow spines people.

    They were previously arguing this was one of the best features.  You could go anywhere!  Do anything!  All at a low level.  See it all on your own timeline.  

    Yeah?  Who's "they"?  I don't remember anyone saying jack about sidekicking up.  People only really started talking about it here for example, when they said they were removing it.  

  • SereliskSerelisk Member Posts: 836

    Originally posted by Eir_S

    Originally posted by niceguy3978


    Originally posted by RefMinor

    Way to go, people are cheerleading Anet for removing options, grow spines people.

    They were previously arguing this was one of the best features.  You could go anywhere!  Do anything!  All at a low level.  See it all on your own timeline.  

    Yeah?  Who's "they"?  I don't remember anyone saying jack about sidekicking up.  People only really started talking about it here for example, when they said they were removing it.  

    That doesn't actually mean anything.

    Maybe other people on this forum didn't know about it but ArenaNet has certainly talked about it, and it was a reason for some people to get excited. It's even on the FAQ.

    "Also, to allow players the freedom to play together even if their friends are at a much higher (or lower) level, we are planning to implement a strong sidekick system, similar to that used in City of Heroes™."

     

     

  • DJJazzyDJJazzy Member UncommonPosts: 2,053

    I'm actually disappointed by this. 

    Really this goes back to my argument that this game shouldn't have levels anyway.

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