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I am flabbergasted with Most Innovative 2012 MMORPG.com Players' Choice Award.

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Comments

  • WickedjellyWickedjelly Member Posts: 4,990
    Originally posted by KingJiggly
    Nope. It is never enough for the fanboys and trolls. Never, ever enough. 

    Can we just close all threads pertaining to "innovation"? It always end up with people arguing the definition and not answering the real question. Then you bring other games in and it is a interforum war.

    Regardless the obvious motivation of the OP seems silly to me to close threads like these when the site itself decides to even have an award in relation to the matter.

    Although the endless debate over "what is innovation" in relation to games does get really tiring.

    1. For god's sake mmo gamers, enough with the analogies. They're unnecessary and your comparisons are terrible, dissimilar, and illogical.

    2. To posters feeling the need to state how f2p really isn't f2p: Players understand the concept. You aren't privy to some secret the rest are missing. You're embarrassing yourself.

    3. Yes, Cpt. Obvious, we're not industry experts. Now run along and let the big people use the forums for their purpose.

  • ZalmonZalmon Member Posts: 319
    Originally posted by Loktofeit
    Originally posted by taus01
    Originally posted by RedJorge

    Please indulge me.

    After the initial shock of GW2 getting GOTY second place against Pirates 101, I was really thinking about all the innovative features that must have contributed for GW2 Most Innovative award.

    And besides Fractals, I could not find anything in GW2 that has not been already created before in other games.

    Do you see any other innovation of GW2 that is eluding me?

    They spent most for advertising on these sites. That is all, nothing else to it. That is also why they won best game on so many sites. It's a payed competition, ask some insiders how "ratings" are done. It is a well known fact that review sites are all payed with advertisements.

     

    Stop.

    Take a breath.

     

    Once you're relaxed,

    take off the tinfoil hat

     

    and tell us more about how everyone here,

    except you of course,

    was paid to vote for GW2.

     

     

    So far whatever i have read on these forums and what GW2 fans have posted i have come to the conclusion that only polls which are rigged are where GW2 does't win. But when GW2 wins polls are fair and win is well deserved.

    I was really looking forward to the reply this post was going to get because i read somethign similar how polls were rigged because Pirate 101 won game of the year player choice award. I see that things are balanced out.

  • WickedjellyWickedjelly Member Posts: 4,990
    Originally posted by Zalmon

    So far whatever i have read on these forums and what GW2 fans have posted i have come to the conclusion that only polls which are rigged are where GW2 does't win. But when GW2 wins polls are fair and win is well deserved.

    I was really looking forward to the reply this post was going to get because i read somethign similar how polls were rigged because Pirate 101 won game of the year player choice award. I see that things are balanced out.

    Where? I haven't seen this. Can't say I've seen anyone seriously say they think it has been rigged if GW2 doesn't win. Plenty have said the opposite.

    Personally, I can see why it would win mmo of the year. Far as ones as for game of the year? Not by a long shot far as I'm concerned. Although I don't think sites that gave it to GW2 did it because Anet paid for it.

    1. For god's sake mmo gamers, enough with the analogies. They're unnecessary and your comparisons are terrible, dissimilar, and illogical.

    2. To posters feeling the need to state how f2p really isn't f2p: Players understand the concept. You aren't privy to some secret the rest are missing. You're embarrassing yourself.

    3. Yes, Cpt. Obvious, we're not industry experts. Now run along and let the big people use the forums for their purpose.

  • ScorchienScorchien Member LegendaryPosts: 8,914
    Originally posted by NBlitz
    Originally posted by RedJorge

    Please indulge me.

    After the initial shock of GW2 getting GOTY second place against Pirates 101, I was really thinking about all the innovative features that must have contributed for GW2 Most Innovative award.

    And besides Fractals, I could not find anything in GW2 that has not been already created before in other games.

    Do you see any other innovation of GW2 that is eluding me?

    (just look at the Award thread) Innovation for Most Rabid Fanbase of any game to date? 

    That is until they grow bored of the game and drop completely off the map and we don't hear from them until they sheepishly start posting how they're not playing anymore "but but but it's a great game!"

     

    As for the innovations? A short Google search yields a link to this very forum and a topic made here by someone who is now Deleted. Someone called him Cal *shrug* I don't know who that was.

     

    http://www.mmorpg.com/gamelist.cfm/game/473/view/forums/thread/333764/List-of-GW2-Innovations.html

    Combat:

    Casting while moving
    No auto attack (you can set any skill on your bar to autocast, and one of them will be spammable)
    Attacks don't need a target, they'll hit whatever gets in their way
    Dodging attacks and projectiles
    Shield stance blocks projectiles from hitting you and people behind you
    Limited skillbar
    No holy trinity, players aren't locked into one role to the exclusion of all others
    Skills fit into broad categories of damage, control, or support
    Weapon(s) determine half your skill bar and give different skills than other weapons
    Players can potentially switch roles in combat (if weapon/skill choices plan for it)
    No ally targeted abilities
    Everyone has a self-heal ability which is the most powerful heal
    Downed state before dying, killing an enemy rallies you
    Downed state gives you a new, limited skillbar to fight back with
    Any player can rez anyone mid combat anytime, including NPCs.
    Very minimal death penalty.
    Picking up an environmental weapon changes your skillbar
    Thieves can steal environmental weapons from enemies
    You get full xp and loot for helping kill a mob whether grouped or ungrouped
    Hundreds of cross profession combos to enhance the effect of your skills, even ungrouped
    Mob aggro based on proximity and other factors
    NPC enemies can dodge your attacks
    NPC attacks may be deadlier due to ability of players to dodge and revive
    No mana/energy for any class (subject to change)
    Only four attributes.  Power affects melee, range and spell damage
    All professions viable at both melee and range

    Underwater:

    Desire to have underwater be huge part of the world
    You have underwater only weapons
    Skills change to underwater versions
    Skills use the Z-axis
    No breath meter
    Drowned state, it's like downed state, but you can also get to the surface to rally
    Underwater friendly races and towns
    Rangers have underwater pets

    Dynamic Events:

    Completely replace quests in the open world
    Run whether players are there or not
    They actually happen instead of just being told about them
    Failable and not necessarily repeatable on failure
    Allow for victory and failure conditions not easily accomplished with quests
    Run in cycles so they're repeatable
    Encourage community by letting everyone participate at the same time
    Instantly scale up or down with number of players participating
    Reward everyone involved based on their amount of participation
    Chain together to keep people working together longer
    Affect the world in terms of what merchants sell and which waypoints are available
    Don't always run so you'll see different things when revisiting a zone
    Constantly adding new events to enhance replayability
    Boss fights which scale with number of players up to 100

    Open World:

    Entirely PVE
    No factions
    Designed to be as griefless as possible
    No race/class restrictions
    Phased gathering nodes that allow everyone to have a shot at them.
    Everyone can gather everything so no waiting on others/making people wait
    No set path through zones
    Automentoring keeps entire world's content rewarding and challenging
    Manual sidekicking to a higher level friend
    City to city ports so you can play with friends immediately.
    Teleportation to any waypoint you've unlocked
    Hidden events to reward explorers
    Day/night cycle which can affect your weapons' procs as well as trigger DEs at certain times
    Dynamic weather can trigger DEs (when snow falls) or be changed by DEs (NPC causes snow)
    Tasks to fill hearts in the open world, for completionists and NPC goodwill
    Boss fights at the end of all the tutorials put you right into the action

    Personal Story:

    Everyone has one big storyline from creation to level cap
    Choices made at character creation affect it
    Choices in game have consequences and can branch it
    Each player has a Home Instance section of town
    Character personality gives different dialog options and affects how NPCs react to you

    PVP:

    3 Faction World PVP against two other servers in large 4-zone maps
    No fixed limit to number of participants (though eventually technology would limit it)
    W/L record is kept
    After 2 weeks, your server is matched up against new, equal strength servers
    Winning server gets PVE buff of some kind
    Castles and keeps to hold, dynamic events to fight over, trade routes
    Destructable environments
    Players can level up entirely in World PVP
    Enemy players drop loot as if they were PVE enemies
    Hot joinable Structured PVP
    Structured PVP with custom rulesets
    Players in structured PVP are max level with all skills and gear so it's a level playing field
    PVP balanced separately from PVE

    Dungeons:

    Dungeons have a story mode separate from your personal story
    Completing story mode unlocks 3 explorable mode paths
    These show the consequences of the story mode
    There are random/hidden events in dungeons
    No raiding
    Get a token for armor/weapon everytime you complete a dungeon, no hoping for random drop

    Miscellaneous:

    Flat leveling curve
    Players can be in multiple guilds
    No endgame vertical gear progression in power
    30+ Minigames in cities
    400 dye colors, each piece of armor has three color sections
    Gear that can take up more than one armor slot
    Grindless crafting with discoverable recipes
    Use an iPad to see what your friends are doing in game and send them messages
    Auction house available from outside the game
    Translatable fictional languages
    Unconventional NPC races with deep lore
    Add your own music to ingame playlists, your battle music will start when you enter combat
    Playlists revert to in game music during cinematics
    Carrier pigeons deliver your mail to you
    No subscription fee

     

    Wow , amazing that nothing on that list is Inovative... gj

  • ZalmonZalmon Member Posts: 319
    Originally posted by Wickedjelly
    Originally posted by Zalmon

    So far whatever i have read on these forums and what GW2 fans have posted i have come to the conclusion that only polls which are rigged are where GW2 does't win. But when GW2 wins polls are fair and win is well deserved.

    I was really looking forward to the reply this post was going to get because i read somethign similar how polls were rigged because Pirate 101 won game of the year player choice award. I see that things are balanced out.

    Where? I haven't seen this. Can't say I've seen anyone seriously say they think it has been rigged if GW2 doesn't win. Plenty have said the opposite.

    Personally, I can see why it would win mmo of the year. Far as ones as for game of the year? Not by a long shot far as I'm concerned. Although I don't think sites that gave it to GW2 did it because Anet paid for it.

    For starters...

     

    Originally posted by Eir_S
    Originally posted by atuerstar

    Did any other gaming site even nominate Pirates101 for anything?

     

    No, but this poll was rigged.  Anyone who's been on the internet longer than a year and knows about sock accounts and how they rarely post differently from one another knows what happened here. 

     

  • KingJigglyKingJiggly Member Posts: 777
    Originally posted by Scorchien
    Originally posted by NBlitz
    Originally posted by RedJorge

    Please indulge me.

    After the initial shock of GW2 getting GOTY second place against Pirates 101, I was really thinking about all the innovative features that must have contributed for GW2 Most Innovative award.

    And besides Fractals, I could not find anything in GW2 that has not been already created before in other games.

    Do you see any other innovation of GW2 that is eluding me?

    (just look at the Award thread) Innovation for Most Rabid Fanbase of any game to date? 

    That is until they grow bored of the game and drop completely off the map and we don't hear from them until they sheepishly start posting how they're not playing anymore "but but but it's a great game!"

     

    As for the innovations? A short Google search yields a link to this very forum and a topic made here by someone who is now Deleted. Someone called him Cal *shrug* I don't know who that was.

     

    http://www.mmorpg.com/gamelist.cfm/game/473/view/forums/thread/333764/List-of-GW2-Innovations.html

    Combat:

    Casting while moving
    No auto attack (you can set any skill on your bar to autocast, and one of them will be spammable)
    Attacks don't need a target, they'll hit whatever gets in their way
    Dodging attacks and projectiles
    Shield stance blocks projectiles from hitting you and people behind you
    Limited skillbar
    No holy trinity, players aren't locked into one role to the exclusion of all others
    Skills fit into broad categories of damage, control, or support
    Weapon(s) determine half your skill bar and give different skills than other weapons
    Players can potentially switch roles in combat (if weapon/skill choices plan for it)
    No ally targeted abilities
    Everyone has a self-heal ability which is the most powerful heal
    Downed state before dying, killing an enemy rallies you
    Downed state gives you a new, limited skillbar to fight back with
    Any player can rez anyone mid combat anytime, including NPCs.
    Very minimal death penalty.
    Picking up an environmental weapon changes your skillbar
    Thieves can steal environmental weapons from enemies
    You get full xp and loot for helping kill a mob whether grouped or ungrouped
    Hundreds of cross profession combos to enhance the effect of your skills, even ungrouped
    Mob aggro based on proximity and other factors
    NPC enemies can dodge your attacks
    NPC attacks may be deadlier due to ability of players to dodge and revive
    No mana/energy for any class (subject to change)
    Only four attributes.  Power affects melee, range and spell damage
    All professions viable at both melee and range

    Underwater:

    Desire to have underwater be huge part of the world
    You have underwater only weapons
    Skills change to underwater versions
    Skills use the Z-axis
    No breath meter
    Drowned state, it's like downed state, but you can also get to the surface to rally
    Underwater friendly races and towns
    Rangers have underwater pets

    Dynamic Events:

    Completely replace quests in the open world
    Run whether players are there or not
    They actually happen instead of just being told about them
    Failable and not necessarily repeatable on failure
    Allow for victory and failure conditions not easily accomplished with quests
    Run in cycles so they're repeatable
    Encourage community by letting everyone participate at the same time
    Instantly scale up or down with number of players participating
    Reward everyone involved based on their amount of participation
    Chain together to keep people working together longer
    Affect the world in terms of what merchants sell and which waypoints are available
    Don't always run so you'll see different things when revisiting a zone
    Constantly adding new events to enhance replayability
    Boss fights which scale with number of players up to 100

    Open World:

    Entirely PVE
    No factions
    Designed to be as griefless as possible
    No race/class restrictions
    Phased gathering nodes that allow everyone to have a shot at them.
    Everyone can gather everything so no waiting on others/making people wait
    No set path through zones
    Automentoring keeps entire world's content rewarding and challenging
    Manual sidekicking to a higher level friend
    City to city ports so you can play with friends immediately.
    Teleportation to any waypoint you've unlocked
    Hidden events to reward explorers
    Day/night cycle which can affect your weapons' procs as well as trigger DEs at certain times
    Dynamic weather can trigger DEs (when snow falls) or be changed by DEs (NPC causes snow)
    Tasks to fill hearts in the open world, for completionists and NPC goodwill
    Boss fights at the end of all the tutorials put you right into the action

    Personal Story:

    Everyone has one big storyline from creation to level cap
    Choices made at character creation affect it
    Choices in game have consequences and can branch it
    Each player has a Home Instance section of town
    Character personality gives different dialog options and affects how NPCs react to you

    PVP:

    3 Faction World PVP against two other servers in large 4-zone maps
    No fixed limit to number of participants (though eventually technology would limit it)
    W/L record is kept
    After 2 weeks, your server is matched up against new, equal strength servers
    Winning server gets PVE buff of some kind
    Castles and keeps to hold, dynamic events to fight over, trade routes
    Destructable environments
    Players can level up entirely in World PVP
    Enemy players drop loot as if they were PVE enemies
    Hot joinable Structured PVP
    Structured PVP with custom rulesets
    Players in structured PVP are max level with all skills and gear so it's a level playing field
    PVP balanced separately from PVE

    Dungeons:

    Dungeons have a story mode separate from your personal story
    Completing story mode unlocks 3 explorable mode paths
    These show the consequences of the story mode
    There are random/hidden events in dungeons
    No raiding
    Get a token for armor/weapon everytime you complete a dungeon, no hoping for random drop

    Miscellaneous:

    Flat leveling curve
    Players can be in multiple guilds
    No endgame vertical gear progression in power
    30+ Minigames in cities
    400 dye colors, each piece of armor has three color sections
    Gear that can take up more than one armor slot
    Grindless crafting with discoverable recipes
    Use an iPad to see what your friends are doing in game and send them messages
    Auction house available from outside the game
    Translatable fictional languages
    Unconventional NPC races with deep lore
    Add your own music to ingame playlists, your battle music will start when you enter combat
    Playlists revert to in game music during cinematics
    Carrier pigeons deliver your mail to you
    No subscription fee

     

    Wow , amazing that nothing on that list is Inovative... gj

    All of it in one game is.

  • NBlitzNBlitz Member Posts: 1,904
    Originally posted by Scorchien
    Originally posted by NBlitz
    <>

    Wow , amazing that nothing on that list is Inovative... gj

    Yikes. I should've reworded what I posted back then :p The question was asked and I simply posted what was posted a while ago. Nowhere did I say I agree with that. But reading what I copy pasted I can see how one might think that.

  • WickedjellyWickedjelly Member Posts: 4,990
    Originally posted by Zalmon 
    Originally posted by Eir_S
    Originally posted by atuerstar

    Did any other gaming site even nominate Pirates101 for anything?

     

    No, but this poll was rigged.  Anyone who's been on the internet longer than a year and knows about sock accounts and how they rarely post differently from one another knows what happened here. 

     

    Touche

    Well...can't speak for them. Silly to make such an observation considering the game won an award itself in a different category. To be fair though I would say that is more a minority opinion than anything.

    1. For god's sake mmo gamers, enough with the analogies. They're unnecessary and your comparisons are terrible, dissimilar, and illogical.

    2. To posters feeling the need to state how f2p really isn't f2p: Players understand the concept. You aren't privy to some secret the rest are missing. You're embarrassing yourself.

    3. Yes, Cpt. Obvious, we're not industry experts. Now run along and let the big people use the forums for their purpose.

  • WickedjellyWickedjelly Member Posts: 4,990
    Originally posted by NBlitz

    Yikes. I should've reworded what I posted back then :p The question was asked and I simply posted what was posted a while ago. Nowhere did I say I agree with that. But reading what I copy pasted I can see how one might think that.

    Yeah, must say I thought you were in agreement as well with the way you presented it.

    1. For god's sake mmo gamers, enough with the analogies. They're unnecessary and your comparisons are terrible, dissimilar, and illogical.

    2. To posters feeling the need to state how f2p really isn't f2p: Players understand the concept. You aren't privy to some secret the rest are missing. You're embarrassing yourself.

    3. Yes, Cpt. Obvious, we're not industry experts. Now run along and let the big people use the forums for their purpose.

  • NBlitzNBlitz Member Posts: 1,904
    Originally posted by Wickedjelly
    Originally posted by NBlitz

    Yikes. I should've reworded what I posted back then :p The question was asked and I simply posted what was posted a while ago. Nowhere did I say I agree with that. But reading what I copy pasted I can see how one might think that.

    Yeah, must say I thought you were in agreement as well with the way you presented it.

    No. I now changed my post a bit to reflect that. image

  • ArglebargleArglebargle Member EpicPosts: 3,381
    "Innovative  -  I don't think that word means what you think it does"

    If you are holding out for the perfect game, the only game you play will be the waiting one.

  • KingJigglyKingJiggly Member Posts: 777
    Originally posted by Arglebargle
    "Innovative  -  I don't think that word means what you think it does"

    I find that is the definition now.

  • eye_meye_m Member UncommonPosts: 3,317
    Originally posted by RedJorge

    I"m sorry you can't deal with the majority deciding to disagree with you.

    All of my posts are either intelligent, thought provoking, funny, satirical, sarcastic or intentionally disrespectful. Take your pick.

    I get banned in the forums for games I love, so lets see if I do better in the forums for games I hate.

    I enjoy the serenity of not caring what your opinion is.

    I don't hate much, but I hate Apple© with a passion. If Steve Jobs was alive, I would punch him in the face.

  • RazperilRazperil Member Posts: 289
    Originally posted by Spicy_Noodle
    Originally posted by NBlitz
    Originally posted by RedJorge

    Please indulge me.

    After the initial shock of GW2 getting GOTY second place against Pirates 101, I was really thinking about all the innovative features that must have contributed for GW2 Most Innovative award.

    And besides Fractals, I could not find anything in GW2 that has not been already created before in other games.

    Do you see any other innovation of GW2 that is eluding me?

    (just look at the Award thread) Innovation for Most Rabid Fanbase of any game to date? 

    That is until they grow bored of the game and drop completely off the map and we don't hear from them until they sheepishly start posting how they're not playing anymore "but but but it's a great game!"

     

    As for the innovations? A short Google search yields a link to this very forum and a topic made here by someone who is now Deleted. Someone called him Cal *shrug* I don't know who that was.

     

    http://www.mmorpg.com/gamelist.cfm/game/473/view/forums/thread/333764/List-of-GW2-Innovations.html

    Combat:

    Casting while moving
    No auto attack (you can set any skill on your bar to autocast, and one of them will be spammable)
    Attacks don't need a target, they'll hit whatever gets in their way
    Dodging attacks and projectiles
    Shield stance blocks projectiles from hitting you and people behind you
    Limited skillbar
    No holy trinity, players aren't locked into one role to the exclusion of all others
    Skills fit into broad categories of damage, control, or support
    Weapon(s) determine half your skill bar and give different skills than other weapons
    Players can potentially switch roles in combat (if weapon/skill choices plan for it)
    No ally targeted abilities
    Everyone has a self-heal ability which is the most powerful heal
    Downed state before dying, killing an enemy rallies you
    Downed state gives you a new, limited skillbar to fight back with
    Any player can rez anyone mid combat anytime, including NPCs.
    Very minimal death penalty.
    Picking up an environmental weapon changes your skillbar
    Thieves can steal environmental weapons from enemies
    You get full xp and loot for helping kill a mob whether grouped or ungrouped
    Hundreds of cross profession combos to enhance the effect of your skills, even ungrouped
    Mob aggro based on proximity and other factors
    NPC enemies can dodge your attacks
    NPC attacks may be deadlier due to ability of players to dodge and revive
    No mana/energy for any class (subject to change)
    Only four attributes.  Power affects melee, range and spell damage
    All professions viable at both melee and range

    Underwater:

    Desire to have underwater be huge part of the world
    You have underwater only weapons
    Skills change to underwater versions
    Skills use the Z-axis
    No breath meter
    Drowned state, it's like downed state, but you can also get to the surface to rally
    Underwater friendly races and towns
    Rangers have underwater pets

    Dynamic Events:

    Completely replace quests in the open world
    Run whether players are there or not
    They actually happen instead of just being told about them
    Failable and not necessarily repeatable on failure
    Allow for victory and failure conditions not easily accomplished with quests
    Run in cycles so they're repeatable
    Encourage community by letting everyone participate at the same time
    Instantly scale up or down with number of players participating
    Reward everyone involved based on their amount of participation
    Chain together to keep people working together longer
    Affect the world in terms of what merchants sell and which waypoints are available
    Don't always run so you'll see different things when revisiting a zone
    Constantly adding new events to enhance replayability
    Boss fights which scale with number of players up to 100

    Open World:

    Entirely PVE
    No factions
    Designed to be as griefless as possible
    No race/class restrictions
    Phased gathering nodes that allow everyone to have a shot at them.
    Everyone can gather everything so no waiting on others/making people wait
    No set path through zones
    Automentoring keeps entire world's content rewarding and challenging
    Manual sidekicking to a higher level friend
    City to city ports so you can play with friends immediately.
    Teleportation to any waypoint you've unlocked
    Hidden events to reward explorers
    Day/night cycle which can affect your weapons' procs as well as trigger DEs at certain times
    Dynamic weather can trigger DEs (when snow falls) or be changed by DEs (NPC causes snow)
    Tasks to fill hearts in the open world, for completionists and NPC goodwill
    Boss fights at the end of all the tutorials put you right into the action

    Personal Story:

    Everyone has one big storyline from creation to level cap
    Choices made at character creation affect it
    Choices in game have consequences and can branch it
    Each player has a Home Instance section of town
    Character personality gives different dialog options and affects how NPCs react to you

    PVP:

    3 Faction World PVP against two other servers in large 4-zone maps
    No fixed limit to number of participants (though eventually technology would limit it)
    W/L record is kept
    After 2 weeks, your server is matched up against new, equal strength servers
    Winning server gets PVE buff of some kind
    Castles and keeps to hold, dynamic events to fight over, trade routes
    Destructable environments
    Players can level up entirely in World PVP
    Enemy players drop loot as if they were PVE enemies
    Hot joinable Structured PVP
    Structured PVP with custom rulesets
    Players in structured PVP are max level with all skills and gear so it's a level playing field
    PVP balanced separately from PVE

    Dungeons:

    Dungeons have a story mode separate from your personal story
    Completing story mode unlocks 3 explorable mode paths
    These show the consequences of the story mode
    There are random/hidden events in dungeons
    No raiding
    Get a token for armor/weapon everytime you complete a dungeon, no hoping for random drop

    Miscellaneous:

    Flat leveling curve
    Players can be in multiple guilds
    No endgame vertical gear progression in power
    30+ Minigames in cities
    400 dye colors, each piece of armor has three color sections
    Gear that can take up more than one armor slot
    Grindless crafting with discoverable recipes
    Use an iPad to see what your friends are doing in game and send them messages
    Auction house available from outside the game
    Translatable fictional languages
    Unconventional NPC races with deep lore
    Add your own music to ingame playlists, your battle music will start when you enter combat
    Playlists revert to in game music during cinematics
    Carrier pigeons deliver your mail to you
    No subscription fee

     Let me see here:

    Running while casting -- i'm pretty fucking sure WoW and other MMO's have that EXACT same feature. Lets take a look at Mages, or Paladins, or maybe even Shamans.

    No auto attack -- If i do remember correctly, you can place auto attacks on your hotbar, every single class has a spell you can spam willingly until you run out of mana, rage, focus, or energy.

    Attacks don't need a target -- Let me look at Warlock AoE's, Druid's knockbacks, mind if i see Shaman's aswell.. and the list goes on.

    Dodging attacks and projectiles -- Wait a second, dodging in an MMO? Hitcap for PvP/PvE? Do i need to go any further?

    Shield stance blocks other attacks from hitting people behind you -- The fuck does a tank do in WoW? Sit there and take only part of the damage?

    Skills fit into broad categories of damage, control, or support -- Oh, paladin back up healing? Shaman back up healing? Druid back up healing? Monk back up healing? CCing by Warlocks, Shamans, Warriors, Paladins, Monks, Priests, Druids, Death Knights... really?

    I could honestly go on, but i do not want to type a flat out counter-arguement with that entire paragraphs of nothing, because the way i see, almost EVERY single MMO has ALL those 'innovative' moves that has been see before...

     

     You have to love the Wow kids when they go off the deep end. All I continue to see on here is their group being ticked anytime another game beats theirs in "any" area.

    I guess swearing must make you a better human hmmm? (We can only wonder). Like posters have already said, these are "Player" awards. I'm pretty sure your own ranting would amount to "nothing" too. Then again, I best not assume, I do have to stay in those forum policy rules :) In anycase, have fun with that carrot :)

     

  • Gaia_HunterGaia_Hunter Member UncommonPosts: 3,066
    Originally posted by Scorchien
    Originally posted by NBlitz
    Originally posted by RedJorge

    Please indulge me.

    After the initial shock of GW2 getting GOTY second place against Pirates 101, I was really thinking about all the innovative features that must have contributed for GW2 Most Innovative award.

    And besides Fractals, I could not find anything in GW2 that has not been already created before in other games.

    Do you see any other innovation of GW2 that is eluding me?

    (just look at the Award thread) Innovation for Most Rabid Fanbase of any game to date? 

    That is until they grow bored of the game and drop completely off the map and we don't hear from them until they sheepishly start posting how they're not playing anymore "but but but it's a great game!"

     

    As for the innovations? A short Google search yields a link to this very forum and a topic made here by someone who is now Deleted. Someone called him Cal *shrug* I don't know who that was.

     

    http://www.mmorpg.com/gamelist.cfm/game/473/view/forums/thread/333764/List-of-GW2-Innovations.html

    Combat:

    Casting while moving
    No auto attack (you can set any skill on your bar to autocast, and one of them will be spammable)
    Attacks don't need a target, they'll hit whatever gets in their way
    Dodging attacks and projectiles
    Shield stance blocks projectiles from hitting you and people behind you
    Limited skillbar
    No holy trinity, players aren't locked into one role to the exclusion of all others
    Skills fit into broad categories of damage, control, or support
    Weapon(s) determine half your skill bar and give different skills than other weapons
    Players can potentially switch roles in combat (if weapon/skill choices plan for it)
    No ally targeted abilities
    Everyone has a self-heal ability which is the most powerful heal
    Downed state before dying, killing an enemy rallies you
    Downed state gives you a new, limited skillbar to fight back with
    Any player can rez anyone mid combat anytime, including NPCs.
    Very minimal death penalty.
    Picking up an environmental weapon changes your skillbar
    Thieves can steal environmental weapons from enemies
    You get full xp and loot for helping kill a mob whether grouped or ungrouped
    Hundreds of cross profession combos to enhance the effect of your skills, even ungrouped
    Mob aggro based on proximity and other factors
    NPC enemies can dodge your attacks
    NPC attacks may be deadlier due to ability of players to dodge and revive
    No mana/energy for any class (subject to change)
    Only four attributes.  Power affects melee, range and spell damage
    All professions viable at both melee and range

    Underwater:

    Desire to have underwater be huge part of the world
    You have underwater only weapons
    Skills change to underwater versions
    Skills use the Z-axis
    No breath meter
    Drowned state, it's like downed state, but you can also get to the surface to rally
    Underwater friendly races and towns
    Rangers have underwater pets

    Dynamic Events:

    Completely replace quests in the open world
    Run whether players are there or not
    They actually happen instead of just being told about them
    Failable and not necessarily repeatable on failure
    Allow for victory and failure conditions not easily accomplished with quests
    Run in cycles so they're repeatable
    Encourage community by letting everyone participate at the same time
    Instantly scale up or down with number of players participating
    Reward everyone involved based on their amount of participation
    Chain together to keep people working together longer
    Affect the world in terms of what merchants sell and which waypoints are available
    Don't always run so you'll see different things when revisiting a zone
    Constantly adding new events to enhance replayability
    Boss fights which scale with number of players up to 100

    Open World:

    Entirely PVE
    No factions
    Designed to be as griefless as possible
    No race/class restrictions
    Phased gathering nodes that allow everyone to have a shot at them.
    Everyone can gather everything so no waiting on others/making people wait
    No set path through zones
    Automentoring keeps entire world's content rewarding and challenging
    Manual sidekicking to a higher level friend
    City to city ports so you can play with friends immediately.
    Teleportation to any waypoint you've unlocked
    Hidden events to reward explorers
    Day/night cycle which can affect your weapons' procs as well as trigger DEs at certain times
    Dynamic weather can trigger DEs (when snow falls) or be changed by DEs (NPC causes snow)
    Tasks to fill hearts in the open world, for completionists and NPC goodwill
    Boss fights at the end of all the tutorials put you right into the action

    Personal Story:

    Everyone has one big storyline from creation to level cap
    Choices made at character creation affect it
    Choices in game have consequences and can branch it
    Each player has a Home Instance section of town
    Character personality gives different dialog options and affects how NPCs react to you

    PVP:

    3 Faction World PVP against two other servers in large 4-zone maps
    No fixed limit to number of participants (though eventually technology would limit it)
    W/L record is kept
    After 2 weeks, your server is matched up against new, equal strength servers
    Winning server gets PVE buff of some kind
    Castles and keeps to hold, dynamic events to fight over, trade routes
    Destructable environments
    Players can level up entirely in World PVP
    Enemy players drop loot as if they were PVE enemies
    Hot joinable Structured PVP
    Structured PVP with custom rulesets
    Players in structured PVP are max level with all skills and gear so it's a level playing field
    PVP balanced separately from PVE

    Dungeons:

    Dungeons have a story mode separate from your personal story
    Completing story mode unlocks 3 explorable mode paths
    These show the consequences of the story mode
    There are random/hidden events in dungeons
    No raiding
    Get a token for armor/weapon everytime you complete a dungeon, no hoping for random drop

    Miscellaneous:

    Flat leveling curve
    Players can be in multiple guilds
    No endgame vertical gear progression in power
    30+ Minigames in cities
    400 dye colors, each piece of armor has three color sections
    Gear that can take up more than one armor slot
    Grindless crafting with discoverable recipes
    Use an iPad to see what your friends are doing in game and send them messages
    Auction house available from outside the game
    Translatable fictional languages
    Unconventional NPC races with deep lore
    Add your own music to ingame playlists, your battle music will start when you enter combat
    Playlists revert to in game music during cinematics
    Carrier pigeons deliver your mail to you
    No subscription fee

     

    Wow , amazing that nothing on that list is Inovative... gj

    Its all of it in one game and the extent of these features.

    For example one poster (that isn't very well informed about GW2) said that WoW had casting while moving is some classes or some skills - GW2 the skills that cant be cast on the move are the minority (even channeling can be done on the move):

    Or the skills that require no enemy targets - many games have AoE skills that dont require an enemy but in GW2 even the single target skills don't require targets (aside a minority of skills):

    Or the fact most projectiles/spells have a trajectory so you can intentionally block a fireball aimed at your elementalist while you have your warrior shield up. In WoW a tank can't block a spell after it is fired.

    Or the NPCs that will be crossing the entire map following a storyline on their own.

    Currently playing: GW2
    Going cardboard starter kit: Ticket to ride, Pandemic, Carcassonne, Dominion, 7 Wonders

  • VorchVorch Member UncommonPosts: 793

    MMORPG forum users love Pirates 101.

    Some are laughing that GW2 lost GotY category.

     

    I'm laughing that EVERY SINGLE ONE OF THE MMO "Alternatives" to Ultima, WoW, Rift, and ofc GW2 lost to Pirates 101.

     

    All the hate and vitriol finally makes sense...you haters love your P101 :D

    "As you read these words, a release is seven days or less away or has just happened within the last seven days— those are now the only two states you’ll find the world of Tyria."...Guild Wars 2

  • TalgenTalgen Member UncommonPosts: 400
    Here's an idea, send the industry a message ~ don't select a winner ~ none were innovative.  But i guess all the gaming .com's have to give them reasons to keep funneling in advertising dollars.
  • IsawaIsawa Member UncommonPosts: 1,051
    Originally posted by Razperil
    Originally posted by Spicy_Noodle
    Originally posted by NBlitz
     

     Let me see here:

    Running while casting -- i'm pretty fucking sure WoW and other MMO's have that EXACT same feature. Lets take a look at Mages, or Paladins, or maybe even Shamans.

    No auto attack -- If i do remember correctly, you can place auto attacks on your hotbar, every single class has a spell you can spam willingly until you run out of mana, rage, focus, or energy.

    Attacks don't need a target -- Let me look at Warlock AoE's, Druid's knockbacks, mind if i see Shaman's aswell.. and the list goes on.

    Dodging attacks and projectiles -- Wait a second, dodging in an MMO? Hitcap for PvP/PvE? Do i need to go any further?

    Shield stance blocks other attacks from hitting people behind you -- The fuck does a tank do in WoW? Sit there and take only part of the damage?

    Skills fit into broad categories of damage, control, or support -- Oh, paladin back up healing? Shaman back up healing? Druid back up healing? Monk back up healing? CCing by Warlocks, Shamans, Warriors, Paladins, Monks, Priests, Druids, Death Knights... really?

    I could honestly go on, but i do not want to type a flat out counter-arguement with that entire paragraphs of nothing, because the way i see, almost EVERY single MMO has ALL those 'innovative' moves that has been see before...

     

     You have to love the Wow kids when they go off the deep end. All I continue to see on here is their group being ticked anytime another game beats theirs in "any" area.

    I guess swearing must make you a better human hmmm? (We can only wonder). Like posters have already said, these are "Player" awards. I'm pretty sure your own ranting would amount to "nothing" too. Then again, I best not assume, I do have to stay in those forum policy rules :) In anycase, have fun with that carrot :)

    WOW fanboys, if you haven't played GW2, please don't comment in regards to any of its features. Most people who play GW2 will have already played WOW, and know of all of its features, and will see that your comparisons just make you look foolish. Seriously, if you're going to question dodging in an mmo and then compare blocking/shields to a tank in WOW, you really can't get much more clueless. And finally, you honestly should not go on, because your counter-arguments are pathetic :)

  • KingJigglyKingJiggly Member Posts: 777
    I was thinking... Does anyone else think flabbergasted is a funny word?
  • azzamasinazzamasin Member UncommonPosts: 3,105
    Originally posted by RedJorge

    Please indulge me.

    After the initial shock of GW2 getting GOTY second place against Pirates 101, I was really thinking about all the innovative features that must have contributed for GW2 Most Innovative award.

    And besides Fractals, I could not find anything in GW2 that has not been already created before in other games.

    Do you see any other innovation of GW2 that is eluding me?

    • The combat system
    • The weapon system
    • The skill based ability system
    • the dynamic world systems
    • the removal of the trinity
    • the removal of quest hubs
    • no cut & paste class characters, i.e. having ranged plate wearing, or dual wielding melee wizards.
    • Universal Real time market analysis style auction house
    • Divergent storylines where you choose your course of action
    • True horizontal gear scaling
    • Grind for skins & looks not for stats
    • Awe inspiring legendary weapon system
    • Only the 2nd MMO to ever include 3 faction style RvR
    • Monthy content updates
    • Non-subscription Triple-A production quality
    • Progressive dungeon system
    These are just a small sampling of innovative features to be found in GW2.  I dare you to name me an  MMO that features 3 of these ideals, let alone all of them.  This is why GW2 is innovative, implementing systems and ideas that migt have been done but not in the scope and size as this.

    Sandbox means open world, non-linear gaming PERIOD!

    Subscription Gaming, especially MMO gaming is a Cash grab bigger then the most P2W cash shop!

    Bring Back Exploration and lengthy progression times. RPG's have always been about the Journey not the destination!!!

    image

  • ZalmonZalmon Member Posts: 319
    Originally posted by azzamasin
    Originally posted by RedJorge

    Please indulge me.

    After the initial shock of GW2 getting GOTY second place against Pirates 101, I was really thinking about all the innovative features that must have contributed for GW2 Most Innovative award.

    And besides Fractals, I could not find anything in GW2 that has not been already created before in other games.

    Do you see any other innovation of GW2 that is eluding me?

    • The combat system
    • The weapon system
    • The skill based ability system
    • the dynamic world systems
    • the removal of the trinity
    • the removal of quest hubs
    • no cut & paste class characters, i.e. having ranged plate wearing, or dual wielding melee wizards.
    • Universal Real time market analysis style auction house
    • Divergent storylines where you choose your course of action
    • True horizontal gear scaling
    • Grind for skins & looks not for stats
    • Awe inspiring legendary weapon system
    • Only the 2nd MMO to ever include 3 faction style RvR
    • Monthy content updates
    • Non-subscription Triple-A production quality
    • Progressive dungeon system
    These are just a small sampling of innovative features to be found in GW2.  I dare you to name me an  MMO that features 3 of these ideals, let alone all of them.  This is why GW2 is innovative, implementing systems and ideas that migt have been done but not in the scope and size as this.

    Ummm..Asheron Call, The Secret World, FFXI, City Of Heroes and i didn't even have to think hard. You guys really need to play more MMOS or you won't be making claims like these.

This discussion has been closed.