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What makes this game fundamentally different from WoW?

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  • sidhaethesidhaethe Member Posts: 861

    So NPCs carry out quests and actions regardless of whether the player joins in or not, right? Then what do the NPCs do when they finish their quests? Do they repeat it? Do they move onto something else?

    I linked a video earlier that shows an example of what happens to one NPC after the event he kicked off is finished.



    From watching the video that someone posted earlier in the thread, it seems like the NPCs sort of loop sequences of actions. So is the world changing permanantly as the player progresses through it, or is it changing momentarily and then resetting?

    Events cycle, they do not reset. If a town has been wiped out by an enemy it will remain wiped out until someone rezzes everyone and takes it back from the enemy (which would be conveyed through an event). However, the town will be attacked again sometime, maybe by the same enemy, maybe by another.



    I'm also not really getting how GW2 has more freedom than WoW. It seems that you have a bunch of options as to which quests you want to do in GW2, but you have this in WoW as well. I think i'm missing something.

    In WoW you may have a quest to kill X of a mob, and a quest to collect Y off a mob. They may or may not be the same mob. If you kill X-2 of the mob for the first quest, will you get credit for what you've done? If you collect Y-4 of an item will you get credit for what you've done? Yes, you can opt to take the first quest and not take the second quest, or vice versa; in that sense you have "options." There is a breadcrumb trail where you'll eventually be led to "level appropriate" areas once you've completed the quests (in appropriate order, in the case of prerequisite quests) in another; once you've left an area, you essentially have no reason to go back, because you won't get XP for killing anything in the area, you won't have quests in that area, etc.

    In GW2 there may be an event that asks you to kill mobs and put out fires. You can kill any number of mobs, put out any number of fires, or opt to only kill mobs, or only to put out fires. You will still be rewarded for your participation to the extent that you participated. You can wander off, distracted, after only having participated halfway to the conclusion of the event, and you will still be rewarded with a bronze medal (and according amount of gold, exp, and karma currency) for the work that you did. There is no breadcrumb trail, merely suggestions for areas that have "activity" going on. You can do these in any order (one event doesn't unlock others). There are recommended level ranges, but these can vary and scale based on the participants.

    Further, you are rewarded commensurate with your level, even if you are in a lower-level area, due to level scaling.

    This is what is meant by freedom.

    image

  • Zeus.CMZeus.CM Member, Newbie CommonPosts: 1,788

    WoW is carrot on the stick, Gw2 is not.

  • jakojakojakojako Member Posts: 332

    Originally posted by sidhaethe

    Agreed with the above poster. If you reduce an MMO into its components too much, everything ceases to be distinct. The fallacy is called reductio ad absurdum for a reason :).

    This is really what I'm trying to do though so I can understand whether differentiating between GW2 and WoW in comparing similarities to TESO is meaningless.

    An example:

    TESO's combat is autotarget with hotkeys; So is GW2's and WoW's

    However, TESO's class system seems to be such that you can be whatever kind of character you want to be, and there really aren't any classes. This seems to be more similar to GW2.

    I'm really looking for those kinds of things that reveal TESO to be more of a GW2 clone or a WoW clone.

    If most qualities end up boiling down to be the same in all three games, or if TESO has about the same number of GW2 qualities as WoW, then I can conclude that the argument over whether it's a WoW clone or a GW2 clone is meaningless, because it would be both.


    Originally posted by sidhaethe

    In Guild Wars 2, let’s take the same set up and apply it to a dynamic event. As I approach the fortress the commander runs up to me and says out loud for everyone in the area to hear that there are zombies in the local swamp, they are building up to attack his fort and someone had better do something. I head to the swamp and notice that the usual wildlife is gone, having been slain by the zombie horde (you actually get to see this happen as the event starts) when I enter the event radius I have the objective of “Cull the Zombie Horde” followed by a percentage indicating how much of the horde remains and a timer. I start killing zombies as the timer counts down. If I and any other adventurers in the area can cull the horde down to 0% before time expires then the remaining zombies will flee and disaster has been averted. I’ll automatically receive a reward, the fortress remains safe and the original wildlife will return to the swamp. If I fail to cull the horde and the timer reaches zero then the zombies will all shamble out of the swamp and attack the fortress. I have failed the event but now a new event presents itself where I can defend the fortress from the horde. If the fortress is overrun it will remain occupied by zombies until cleared, a valuable travel point will be lost, merchants and other NPC’s will be unavailable. My act of killing the zombies actually protected the fortress with the consequence of possibly losing the fortress when I failed the event.

    This is really cool, and seems to coincide with what the GI article on TESO was explaining about a dynamic world.

  • jakojakojakojako Member Posts: 332

    Originally posted by sidhaethe

    In GW2 there may be an event that asks you to kill mobs and put out fires. You can kill any number of mobs, put out any number of fires, or opt to only kill mobs, or only to put out fires. You will still be rewarded for your participation to the extent that you participated. You can wander off, distracted, after only having participated halfway to the conclusion of the event, and you will still be rewarded with a bronze medal (and according amount of gold, exp, and karma currency) for the work that you did. There is no breadcrumb trail, merely suggestions for areas that have "activity" going on. You can do these in any order (one event doesn't unlock others). There are recommended level ranges, but these can vary and scale based on the participants.

    Further, you are rewarded commensurate with your level, even if you are in a lower-level area, due to level scaling.

    This is what is meant by freedom.

    That helps a ton, thanks! So the GW2 is more based around exploring the world as opposed to WoW where the objective is to get max level and raid/pvp from then on.

  • sidhaethesidhaethe Member Posts: 861

    Originally posted by jakojako

    That helps a ton, thanks! So the GW2 is more based around exploring the world as opposed to WoW where the objective is to get max level and raid/pvp from then on.

    You got it :).

    image

  • vee41vee41 Member Posts: 191



    Originally posted by jakojako


    Originally posted by sidhaethe
    Agreed with the above poster. If you reduce an MMO into its components too much, everything ceases to be distinct. The fallacy is called reductio ad absurdum for a reason :).

    This is really what I'm trying to do though so I can understand whether differentiating between GW2 and WoW in comparing similarities to TESO is meaningless.
    An example:
    TESO's combat is autotarget with hotkeys; So is GW2's and WoW's  

    This is pretty common misconception about combat. In GW2 you don't have to target anyone. You can fire your bow and it will shoot in front of you and hit anyone that happens to be there. Same with targeting: if you target someone and fire your bow you will fire bow towards that target, if something (or someone) is on the way of your arrow you will hit that object instead of your target. That is huge difference in how combat works and feels, not to mention it is lot more reactive and action oriented. WoW relies more on skill rotations and stuff like that which don't really exist in GW2.

  • RamanadjinnRamanadjinn Member UncommonPosts: 1,365

    Originally posted by vee41

     






    Originally posted by jakojako






    Originally posted by sidhaethe

    Agreed with the above poster. If you reduce an MMO into its components too much, everything ceases to be distinct. The fallacy is called reductio ad absurdum for a reason :).






    This is really what I'm trying to do though so I can understand whether differentiating between GW2 and WoW in comparing similarities to TESO is meaningless.

    An example:

    TESO's combat is autotarget with hotkeys; So is GW2's and WoW's  




     

    This is pretty common misconception about combat. In GW2 you don't have to target anyone. You can fire your bow and it will shoot in front of you and hit anyone that happens to be there. Same with targeting: if you target someone and fire your bow you will fire bow towards that target, if something (or someone) is on the way of your arrow you will hit that object instead of your target. That is huge difference in how combat works and feels, not to mention it is lot more reactive and action oriented. WoW relies more on skill rotations and stuff like that which don't really exist in GW2.

     

    absolutely as you say.

    i was unsure about the combat before i played it, thinking by the videos it did appear to just be another wow style combat game with even fewer hotkeys.  was pleasently surprised to find it really did feel new and uniqe.  it is very fast paced.

    and you can play it like WOW if you like though.  You can stand there tabbing through targets and just using your skills on cooldown, but someone who uses the system to its fullest is really going to be a lot better than you if you do.

     

  • mrhyde1428mrhyde1428 Member Posts: 57

    OMGawd, I'm so sick of everyone comparing every other mmo to wow.  Wow clone this wow clone that, especially when wow was a clone of EverQuest.

    If everyone is so fixated on calling everything a wow clone, let me ask you this...

    What would make an mmo NOT a wow (EverQuest) clone?  While you're at it, make a list of mmo's you think aren't a clone of another game, not even specifically wow.

     

    edit:  directed toward OP...not trying to hijack thread.

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  • ForumPvPForumPvP Member Posts: 871

    Originally posted by romanator0

    WoW: Enter quest hub -> ! -> do stuff -> ? -> get reward -> repeat step 1.

    GW2: Run around and do things with the people that are there.

    this is pretty much it.

    WoW dumbed down its own mechanics so hard that peeps dont even need to talk to anybody anymore when they do things,close to single player experience.

    now GW2 takes this to the max,theres no need for wowtools even anymore,everything is so protected and automated that single player experience is reached.

    what happens in this product when server is empty?does it fill player spots with NPCs? so peeps can do massively multiplayer online role playing ?

     

    Let's internet

  • vee41vee41 Member Posts: 191

    Originally posted by ForumPvP

    Originally posted by romanator0

    WoW: Enter quest hub -> ! -> do stuff -> ? -> get reward -> repeat step 1.

    GW2: Run around and do things with the people that are there.

    this is pretty much it.

    WoW dumbed down its own mechanics so hard that peeps dont even need to talk to anybody anymore when they do things,close to single player experience.

    now GW2 takes this to the max,theres no need for wowtools even anymore,everything is so protected and automated that single player experience is reached.

    what happens in this product when server is empty?does it fill player spots with NPCs? so peeps can do massively multiplayer online role playing ?

     

    How you define this 'single player experience'? You have other players around you and you work towards a common goal, seems multiplayer to me.

    Is it lack of talking to each other? Lack of /say is actually a big minus, I recall devs saying though that it will be implemented. 

    Lack of grouping in events? Why you need some generic 'group' to make game multiplayer?

  • IkoshinIkoshin Member Posts: 2

    Here are some major points of difrence between the two.

    Dynamic events: no quests to pick up or turn in, its all in the world around you if you preticpate in an event you are rewarded.

    Personal Story: RPG aspeict of the game with overarching main storyline, what you do in your personal story effects how npc's treet you in the game ( although your allways a Hero, its your story!)

    World vs World vs World: pvp is just amazing sege wepons, keeps and Seaging the keeps! this type of seage warfare is very difrent then what is currently in wow this harkens back to Dark ages of cammalot.

    Skill baised Combat(twitch): You cant just stand in one place mashing your skills over and over you have to dodge out of attacks watch what is around you and react accordingly. If you do stand in one place and spam skills you die, and you die fast!

    You mentioned that you are limited to the skills you  have, this is not correct you are limited to 10 skills on your bar first five are baised on what wepons you have equiped the sixth skill is a healing ability (everyone can heal themselves) and the last four are class skills which there are qite a few of for each class and can be changed out on the fly while not in combat.

    For pvp when you enter the w vs w map you are bumped up to max lvl in order to be competitive in pvp, but you can also gain experince in w v w, there are dynamic events there, you can lvl up to max lvl without doing anything else but pvp.

  • FreyasFreyas Member Posts: 32

    As it pertains to comparisons with TESO, from the feature list that I had read of the game, here's the reasons why I find comparisons with GW2 and WoW apt, and what compares to which game:



    The basic combat mechanics and gametype seem to be heavily inspired by WoW.  The majority of the game content is in quest form, and combat is trinity (tank/healer/dps) based with tab-targeting and hotkeys.  The endgame appears to be heroic dungeons + raids, like it is in WoW and it's ilk.  Most of these features are found in numerous other MMO's, but since WoW is the 800 pound gorilla in the MMO market, that's the MMO that these "standard" features tend to draw comparisons to.



    Along with the WoW-like things, a number of features they talked about are things that GW2 is doing that WoW didnt. Using a spinning attack inside a firestorm causes fireballs to shoot out.  The skillbar is setup where you have limited skills, with some  based on weapon, some based on class, and an ultimate/elite skill.  PvP has both esport-themed instanced matches and large-scale 3-faction siege warfare. These all seem like they were copied from the GW2 feature list, or else from the other games that GW2 took them from (i.e. DAOC for the siege warfare).  It sounds like they're trying to shift up their quest system to get some of the benefits of GW2's event system too- such as being able to do partial quests and get quest rewards for content you stumble across that doesn't have quests leading you to do it.



    The major complaint is that instead of building an MMO on the strengths of the Elder Scrolls games, it seems like they're abandoning all the things that make the Elder Scrolls games unique and what made people excited about the possibility of an MMO with those mechanics. Instead of developing skills by using them (i.e. you get better at using swords by using swords, and any character can do anything), which has been a staple in all TES games, they're using a class-based system.  They're ditching the traditional TES combat in favor of wow-style combat.  Essentially, their abandoning the mechanics that differentiated Elder Scroll games from most other RPG games.  The comparisons with WoW and GW2 are coming from it being similar to WoW, but with a number of features that are selling points for GW2 that WoW doesn't have.

  • UnlightUnlight Member Posts: 2,540

    Originally posted by jakojako

    Originally posted by sidhaethe



    In GW2 there may be an event that asks you to kill mobs and put out fires. You can kill any number of mobs, put out any number of fires, or opt to only kill mobs, or only to put out fires. You will still be rewarded for your participation to the extent that you participated. You can wander off, distracted, after only having participated halfway to the conclusion of the event, and you will still be rewarded with a bronze medal (and according amount of gold, exp, and karma currency) for the work that you did. There is no breadcrumb trail, merely suggestions for areas that have "activity" going on. You can do these in any order (one event doesn't unlock others). There are recommended level ranges, but these can vary and scale based on the participants.

    Further, you are rewarded commensurate with your level, even if you are in a lower-level area, due to level scaling.

    This is what is meant by freedom.

    That helps a ton, thanks! So the GW2 is more based around exploring the world as opposed to WoW where the objective is to get max level and raid/pvp from then on.

    Think of it more like this: 

    GW2's world continues on whether there are players there to see it or not.   Most events trigger on their own, so town and fortresses will be attacked, overrun and lost, even if there isn't a single player in the zone at the time to see it.  You might show up at a village one day to buy some rare materials or consumables, then come back next day, only to find the merchant gone or dead, his shop burned and his village in ashes because a centaur horde descended on it and wiped everyone out and no one (no PCs) stopped it. 

    If you want that vendor back, you'll have to clear the town out of the centaur invaders yourself through an event that anyone who wishes it, can participate in.  When you've driven the horde out of the village, you can start rezing the townsfolk, who will in turn, start rezing each other.  The next event in the chain might be to put out the fires in the town, gather wood from a nearby forest for rebuilding and actually doing the rebuilding yourself.

    There might then be a few other events that can now start because the town is up and running again, which you would never have seen while it was in it's destroyed state.  Once you've rebuilt it, other things can now take place, such as buying from the merchant you came there to see in the first place.

    Eventually though, at some point, the centaurs will regroup and will raid the town again.  That would constitute the start of the chain.  If someone is there to stop it this time, the village will not progress to its destroyed state and you will never see the event to retake it and rebuild it, however, all the events that can only happen while the village is functional, will continue to be viable. 

    An example of what those could be might be an ox cart that gets sent from the village to a neighbouring town to trade.  That event would revolve around escorting the cart safely through bandits, wildlife or those ever-present centaur raiders.  And to see how events overlap and and chain off each other, that cart might be supplying metal ore that is mined locally around the first village.  That ore, if it arrives safely at it's destination, will be used to forge weapons that the locals will now have access to, so they can better defend themselves.  It also may make certain goods, available only at that location, purchasable by PCs from the local merchants. 

    Later, that ox cart may be sent back to the first town laden with supplies, which may include seeds that the first village can use to grow crops, that can then be used by the local baker to make a unique consumable that PCs can also buy.

    However, it's important to know that either of those trips with the ox cart are going to happen, whether PCs are there to protect it or not.  The way they would be presented is that a trader would lead the cart down to road at the front of the village and wait a few minutes before setting out.  If you're in the area, you'll see a notification of the event in progress and approximately where it is happening.  If you wander by the cart, the trader might wave at you and ask you verbally, if you would help guard the cart.  Whether you do or not won't stop him from leaving though.  The world goes on with or without your participation.  However, without your intervention, he likely won't make it to his destination and you'll never see the consumables for sale that are dependent on that event's success.  Your choice.

    And all of that is dependent on the first town staying protected from the ongoing centaur raids.  If the town is allowed to burn, the whole area suffers perpetually until players take an active hand and change it.  And that's just one small event chain among hundreds in the world, spread all over.  It affects one small region of a very big map, in a very large world.  Some events can have a dozen or more links in them and they can change the face of entire zones, from one end to the other.

    So when people say that DEs are just glorified quests, they have NO understanding of how they really work.  The individual goals may seem familiar (repel the raiders, gather wood, protect the caravan), but the interdependency of events has a widespread and real impact on the world and on the player's game experience.

     

  • IkoshinIkoshin Member Posts: 2

    Originally posted by ForumPvP

    Originally posted by romanator0

    WoW: Enter quest hub -> ! -> do stuff -> ? -> get reward -> repeat step 1.

    GW2: Run around and do things with the people that are there.

    this is pretty much it.

    WoW dumbed down its own mechanics so hard that peeps dont even need to talk to anybody anymore when they do things,close to single player experience.

    now GW2 takes this to the max,theres no need for wowtools even anymore,everything is so protected and automated that single player experience is reached.

    what happens in this product when server is empty?does it fill player spots with NPCs? so peeps can do massively multiplayer online role playing ?

     

    The game makes you want to work with other players, there is no kill stealing or anything like that in GW2 unlike wow. This allows you to HELP other players around you kill things and the dynamic events scale to the number of people preticpating making the event still calanging. There is no need for groups because of how this system works you still work together to complte a task.

  • MahavishnuMahavishnu Member Posts: 336

    GW2 is the exact opposite to WoW in almost every aspect. So I gonna start with the

    similarities:

    1. Crafting:

    ArenaNet did not make any effort to be innovative here. It is almost exactly the same like in WoW, aside from the fact, that everybody can gather everything and your two tradingskills are both producing skills. However, it is already very polished and well done.

    2. World:

    ArenaNet goes the same way Blizzard did 8 years ago - take an outdated graphic-engine, create an impressive huge world and put a lot of artistic work into it. So it runs even on older PCs and everybody has a very immersive experience. Yet there is one tiny but important difference: Whenever a high-level character enters a zone with a lower level, his level will be adjusted to the zone. So helping friends or just exploring the whole world always stays challenging. And there is another difference here, too. ArenaNet has some hidden puzzles. Sometimes you will discover something like a hidden cave and find a series of obstacles and traps that lead to a reward in the end.

    Now to the differences:

    1. Classes:

    The holy trinity is gone. There are no tanks and no healers anymore. However, almost all classes can play one of these roles for a short period during a fight, but everybody has to dodge a lot and be moving all the time. This requires more skill than in WoW, is faster paced and definitely much more fun. And yes, 5 warriors can complete a dungeon together. No more waiting for a tank/healer, no more having to play healer/tank because your guild desperately needs some. No more wating-cues in the dungeonfinder. No more sticking to one's role and ignoring everything else, but more playing together as a group. No more watching TV, having a meal and doing whatever with your girlfriend while playing.

    Yes you have "only" 10 skill-slots, but think about it. How many abilities do you regularily use in WoW? Exactly, 3-5 most of the time! Here you have them all on cd all of the time. And you can always change the first 5 during combat giving you even more depth. You can change from being heavily dps-oriented to support or defensive, on the fly. It is like changing your skilltree in WoW in combat!

    2. Character-customation:

    They have three mechanics here. First it depends on your weapons. A warrior who chooses 2handed sword / rifle has a completely different playingstyle compared to a warrior, who chooses sword+shield / axe-axe. Then you have so called traits. You can choose between five paths (and yes mix them), in order to specify your playingstyle. Finally, you can put sigils into your weapons, which also can have very different effects. And the best of it: you can change all of this between fights for free! So if there is a different boss in a dungeon, or you meet a certain kind of opponents in PvP, you can adapt.

    3. Role-playing:

    During character-creation you have to answer some personal questions. These are a good starting point for your role-playing and have an effect on your personal story. Role-playing as a gamemechanic. How awsome is that? Moreover you can dye your character from the very beginning as you want.

    4. Personal-story:

    It is a little bit like phasing in WoW, only that you can invite your friends to join you whenever you want. You get little instances in the world and in your hometown. NPCs will recognize you and treat you as a friend, familymember, enemy, etc. The story grows with every chapter and you can make choices that determine the path it takes. Put in the questions from character-creation and you have your very own heroic story. This may even include some kind of housing in the future.

    5. Dynamic quests:

    Traditional questing is gone. There are some NPCs to help newcomers who tend to get lost without people with golden !s over their heads. But in the end it is very easy: Just run around and explore the world. If something is happening that interests you, just join in. You will always be rewarded and you do not have to group, because everybody works together automatically. No kill-stealing, waiting for spawns or ninja-looting. The ugly days are over! The difficulty scales with the number of players involved. Some DEs are like raiding world-bosses.

    And the best part of it: The outcome changes the world around you. Some are very basic, but some are amazing. You really have the feeling, that your heroics have an effect. The world feels more alive and more fun from level 1! Oh, and they brought something completely new to MMOs: you can fail. If you fail to kill the giant, he will kill every NPC in town and eventually close the teleporter.

    6. Dungeons:

    There will be several dungeons and each dungeon will have several heroic modes, so it will never get boring. Oh, and there are puzzles, traps, etc. Something, WoW never had.

    7. Battlegrounds:

    When you want to join a battleground, you are warped to lvl 80 and can choose of endgame gear. Everybody is equal, there is no honor-system, no pvp-items and no waitin-cues. They will even include some mechanics, so that players can make their own tournaments and choose between different kind of fights like in Counterstrike.

    If you want some e-sports-like competition, there will be official tournaments.

    8. WvWvW:

    A huge map, where three complete servers are fighting against each other 24/7. Every server has its own big home-land and then there is a neutral piece of land in the middle. There are little outposts and castles everywhere and you need siege-weapons of course. They have put in a clever mechanic with resources (you need them for siegeweapons and repairs). The overall design requires a lot of strategy. You can get there from level 1 (again you will be warped to lvl 80, this time without proper items. However you can loot your enemies). The beta-tests so far show, that this is just awsome, many will play GW2 just for this.

    9. Freedom of choice

    There is no more farming or grinding! Do whatever you want to, whenever you want to! Personal story, dynamic events, dungeons, battlegrounds, WvWvW - everything is fun and well done, everything gives XP, gold and items. And since there is no item-progression in the endgame, you feel no restraint.

    This may be the biggest difference between WoW and GW2, just have fun together with other players! And this is what an MMO should be all about.

     

    Advertising has us chasing cars and clothes, working jobs we hate so we can buy shit we don't need.

  • meddyckmeddyck Member UncommonPosts: 1,282

    It's not about end game raiding for gear. Next question.

    DAOC Live (inactive): R11 Cleric R11 Druid R11 Minstrel R9 Eldritch R6 Sorc R6 Scout R6 Healer

  • lilHealalilHeala Member UncommonPosts: 522

    Originally posted by Nefera

    Originally posted by jakojako


     

    Alright, but quest hubs in WoW are placed right where you would be exploring anyway. I understand that maybe GW2 has these NPCs and quests more spread out, but does it still boil down to "go to a zone for your level range, run around and do quests"?

    Every single MMO boils down to "go to a zone for your level range, run around and do quests".  (With the obvious exceptions of sandbox type MMOs, Lineage 2 comes to mind as an example.) So with this logic, WoW = Aion = GW = GW2 = TERA = SWTOR.

    Only if you make it like that yourself. Because you're downscaled in level appropriate to the zone you're in you could stay in the lvl 1-15 zone forever if you wanted too. And to give an indication, it took me 3+ hours just to explore 1 (yes one) city and I still didn't catch everything going on in it. So full exploring the 1-15 zone could take me up to a few weeks as opposed to WoW where you're pretty much done with the entire zone within 1 play session (once you completed all quests there's nothing to do as opposed to in GW2).

    Or you could choose to never ding at all if structured PvP is your thing, you're not just scaled in level if you jump in at lvl 1, all skills and traits are available to you and you can spec the way you like just like somebody who PvE'd to level cap and unlocked all skills that way.

    To answer the OP question, for me the most fundamental difference is that positive interaction with other players is naturally happening, there's no incentive needed for it, allthough all mechanics of the game encourage it. There's no competition over  questmobs / bosses / crafting nodes, everyone who contributes to a fight gets rewarded even without being in a group / raid.

    No gear grind and repeating the same dungeons / raids / repeatable quest until the next patch hits is also a big point for me because I've burned out completely on that repetetive end-game grind after having raided 4+ raid nights a week for several years. Sure raids are fun but only when still figuring out the tactics and maybe when repeating it the first few times, but after that it's just for the gear to be able to the next raid and / or helping guildies / alts get geared.

  • ClassicstarClassicstar Member UncommonPosts: 2,697

    Almost everything but biggest difference is dynamic events-no party-no getting quests- no gear treadmill.

    But AWESOME WvsWvsW in huge PVP world.

    Oh and forgot to mention Graphics WAY, WAY, WAY BETTER then WoW.

    Hope to build full AMD system RYZEN/VEGA/AM4!!!

    MB:Asus V De Luxe z77
    CPU:Intell Icore7 3770k
    GPU: AMD Fury X(waiting for BIG VEGA 10 or 11 HBM2?(bit unclear now))
    MEMORY:Corsair PLAT.DDR3 1866MHZ 16GB
    PSU:Corsair AX1200i
    OS:Windows 10 64bit

  • JoeyMMOJoeyMMO Member UncommonPosts: 1,326

    Does the fact that GW2 is Buy to Play and WoW is Pay to Play count as a fundamental difference?

    imageimage
  • Cod_EyeCod_Eye Member UncommonPosts: 1,016

    Originally posted by jakojako

    I've been googling for differences between this game and WoW, and almost every article I see just throws out a bunch of moot points in a fanboy craze. Example being this article:

    http://news.mmosite.com/content/q/2012-04-27/guild_wars_2_is_it_just_a_wow_clone_1.shtml

    So far I understand:

    *You are limited to the amount of skills your character can use

    *You can engage in high level pvp with a low level character (the game autoscales you)

    ...and that's pretty much it. Any help is appreciated, thanks!

    Come on OP, you could throw this argument up with about every MMO thats out there, GW2 is vastly different to all the mmo's out there, Graphics, gameplay, UI, rewards, AH, and so-forth, does not remotely make it a WoW clone.

    I could make a list on how much different GW2 is compared to WoW and so could many other people. But becasue you have so blatantly started a bait thread, I'm not going to entertain you any further than most people have already.

  • RizelStarRizelStar Member UncommonPosts: 2,773

    Originally posted by jakojako

    Originally posted by sidhaethe

    Agreed with the above poster. If you reduce an MMO into its components too much, everything ceases to be distinct. The fallacy is called reductio ad absurdum for a reason :).

    This is really what I'm trying to do though so I can understand whether differentiating between GW2 and WoW in comparing similarities to TESO is meaningless.

    An example:

    TESO's combat is autotarget with hotkeys; So is GW2's and WoW's

    However, TESO's class system seems to be such that you can be whatever kind of character you want to be, and there really aren't any classes. This seems to be more similar to GW2.

    I'm really looking for those kinds of things that reveal TESO to be more of a GW2 clone or a WoW clone.

    If most qualities end up boiling down to be the same in all three games, or if TESO has about the same number of GW2 qualities as WoW, then I can conclude that the argument over whether it's a WoW clone or a GW2 clone is meaningless, because it would be both.


    Originally posted by sidhaethe



    In Guild Wars 2, let’s take the same set up and apply it to a dynamic event. As I approach the fortress the commander runs up to me and says out loud for everyone in the area to hear that there are zombies in the local swamp, they are building up to attack his fort and someone had better do something. I head to the swamp and notice that the usual wildlife is gone, having been slain by the zombie horde (you actually get to see this happen as the event starts) when I enter the event radius I have the objective of “Cull the Zombie Horde” followed by a percentage indicating how much of the horde remains and a timer. I start killing zombies as the timer counts down. If I and any other adventurers in the area can cull the horde down to 0% before time expires then the remaining zombies will flee and disaster has been averted. I’ll automatically receive a reward, the fortress remains safe and the original wildlife will return to the swamp. If I fail to cull the horde and the timer reaches zero then the zombies will all shamble out of the swamp and attack the fortress. I have failed the event but now a new event presents itself where I can defend the fortress from the horde. If the fortress is overrun it will remain occupied by zombies until cleared, a valuable travel point will be lost, merchants and other NPC’s will be unavailable. My act of killing the zombies actually protected the fortress with the consequence of possibly losing the fortress when I failed the event.

    This is really cool, and seems to coincide with what the GI article on TESO was explaining about a dynamic world.

    In red...

     

    GW 2 is Tera with no animation locks and aiming via mouse

    Tera has good lengthy anims

    GW 2 simple anims nice visuals

    Tera and GW 2 both action

    GW 2 how ever is a hybrid

    I'm not saying which one is better

    Truth be told you can in fact play both without touching tab button like I did. I didn't touch the tab key at all while playing both.

    If you like using tab target combat you can do so in GW 2. if you like auto attack you can if you wish do so in GW 2.

    That's just being honest and to the point with facts.

    Oh and Tera combat is not bad nor is GW 2 BOTH bring something new I assume far as combat.

    Advice to haters toward either game, live life, both game can prosper both are action, both require skill.

    Take care and enjoy yourselves.

    I might get banned for this. - Rizel Star.

    I'm not afraid to tell trolls what they [need] to hear, even if that means for me to have an forced absence afterwards.

    P2P LOGIC = If it's P2P it means longevity, overall better game, and THE BEST SUPPORT EVER!!!!!(Which has been rinsed and repeated about a thousand times)

    Common Sense Logic = P2P logic is no better than F2P Logic.

  • IPolygonIPolygon Member UncommonPosts: 707

    Play it and you'll see for yourself. A (moving) picture says more than a bazillion words.

  • SoandsosoSoandsoso Member Posts: 533

    After reading some of the replies of the OP its obvious no MMO will ever live up to their expectations.

  • illeriller Member UncommonPosts: 516

    Originally posted by Freyas



    Along with the WoW-like things, a number of features they talked about are things that GW2 is doing that WoW didnt. Using a spinning attack inside a firestorm causes fireballs to shoot out.  The skillbar is setup where you have limited skills, with some  based on weapon, some based on class, and an ultimate/elite skill.  PvP has both esport-themed instanced matches and large-scale 3-faction siege warfare. These all seem like they were copied from the GW2 feature list, or else from the other games that GW2 took them from (i.e. DAOC for the siege warfare).  It sounds like they're trying to shift up their quest system to get some of the benefits of GW2's event system too- such as being able to do partial quests and get quest rewards for content you stumble across that doesn't have quests leading you to do it.



    The major complaint is that instead of building an MMO on the strengths of the Elder Scrolls games, it seems like they're abandoning all the things that make the Elder Scrolls games unique and what made people excited about the possibility of an MMO with those mechanics. Instead of developing skills by using them (i.e. you get better at using swords by using swords, and any character can do anything), which has been a staple in all TES games, they're using a class-based system.  They're ditching the traditional TES combat in favor of wow-style combat.  Essentially, their abandoning the mechanics that differentiated Elder Scroll games from most other RPG games.  The comparisons with WoW and GW2 are coming from it being similar to WoW, but with a number of features that are selling points for GW2 that WoW doesn't have.

     

    Yeah this is EXACTLY what I was talking about.

    They're only lifting the things from GW2 that "Look Cool" but they're still going to have 200% Carrot on a Stick treadmilling going on b/c most MMO Execs still think that's the only way to keep people paying a monthly subsription for shit.  (And F2P games are even MORE SADISTIC in this manner ... including MOBA's & Online Shooters like TA and APB).

     

    This guy is absolutely right.  TESO had an oportunity to repeat the brilliance of Oblivion but they took a hard left on all the things that could have made it the ultimate "Freedom" MMO.

  • p_c_sousap_c_sousa Member Posts: 620

    for me GW2 have nothing to do with WoW. the one thing they share in common is both are fantasy MMORPG and nothing more.

    combat / pvp / pve are so diferent 

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