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Is it Time for Guild Wars 3?

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  • AeanderAeander Member LegendaryPosts: 4,682
    edited January 7
    botrytis said:
    Aeander said:
    botrytis said:
    People want GW1? Really? As much as I liked the game, I felt the imbalance in the game was what hurt the game the most. Also it was totally instanced except for the lobby, which what the towns and outposts along the way.

    I think GW3 would be good as long as A.Net understands not to over promise and under deliver. GW2 is still going, mostly because you buy once you can play forever. My guild is still playing and going strong.
    Yes I want Guild Wars 1. You can say what you want because that is your opinion, but Guild Wars 1 was my personal best game of all time.

    You can call it imbalanced, and I'll laugh. Almost every game is imbalanced, many far worse than Guild Wars was. Guild Wars 2 is also severely, laughably imbalanced, without having one tenth of the flexibility of Guild Wars 1.

    Or are you going to pretend that every class in Guild Wars 2 doesn't have useless or very niche utilities and entire weapons and trait lines? 

    Are you going to pretend that PvP in Guild Wars 2 is anything other than a glass cannon burst fest with Druids and Spellbreakers being laughably overpowered?

    Are you going to pretend that WvW in its entirety is an even remotely healthy mode?

    Are you going to pretend that PvE, outside of raids, has ever been anything other than glass cannon teams exploiting stacking and other positioning inadequacies to cheese dungeons/fractals?

    So yes, I want Guild Wars 1. In every way possible, outside of graphics and exploration, I would rather have Guild Wars 1.

    At least in Guild Wars 1, missions were designed to be intellectually engaging. At least in Guild Wars 1, dungeons were well designed and engaging. At least in Guild Wars 1, prestigious drops were actually rare and not just months long, boring wood/ore/material grinds. At least in Guild Wars 1, armor sets didn't constantly clip with everything. At least in Guild Wars 1, PvP and Faction PvP were actually good and interesting.
    GW1 is WAY more imbalanced the GW2 would ever be. Why? It is due to the dual professions and the unintended synergies that can happen between them. HP 55 Assassin? That was one. 

    GW1, by A.Net's own admission, when talking about GW2, said that the addition of new professions caused harm to the game (meaning that using them as 2ndary professions was the problem).


    I never use meta-game builds, as it is nonsense and just makes people not think about how the profession works. Yes, I have one of every profession and take them into WvW often (and I don't mean EotM). WvW does need help, but it is not as unhealthy as you state. Try a grieving armor SB for some fun in WvW for small group roaming. It is quite fun.


    GW1, except for the first chapter, were horrid in how the chapters told the story. GW2 is a little better but only a little. 


    Clipping? GW1 had issues and still does with clipping. Necro armor, cape clipping, etc. I think you are waxing poetic for something that never really was GW1.

    No, GW2 really isn't substantially more balanced. Not when it has entire weapon sets (like Warrior Rifle) that flat out don't see use. Not when it has entire trait lines (like Revenant's Retribution line) that don't see use. Not when there are utilities or even entire branches of utilities that don't see use. Not when a majority of the game's gear stat combinations may as well not even exist.

    The undeniable fact is that Guild Wars 2 sacrificed a majority of the buffs, debuffs, and mechanics that allowed for skill variety to exist in the first game for the purpose of balance, and still fails at it miserably. When you cut out the pool of weapons, traits, and skills that are considered non-viable, you're basically left without any substantial variety.

    Also, builds like the 55 hp Monk aren't failures. They're a testament to the sheer scope of possibilities that the GW1 build system offers. They're an incarnation of player ingenuity, and they represent pure, unfettered RPG freedom in a way that does not harm the game substantially. They weren't viable in PvP or even a majority of regular content, and existed solely to farm specific objectives (which in the more extreme cases were often patched with boon-stripping mobs to address the situation anyway). 


    What is actually happening here is that you are taking your opinion of a game and projecting it onto others. You believe that because it has failings in your eyes, that any positive regard for the game is just blind nostalgia.
    Torvalmmolou
  • maskedweaselmaskedweasel Member EpicPosts: 10,232
    Aeander said:
    botrytis said:

    GW1 is WAY more imbalanced the GW2 would ever be. Why? It is due to the dual professions and the unintended synergies that can happen between them. HP 55 Assassin? That was one. 

    GW1, by A.Net's own admission, when talking about GW2, said that the addition of new professions caused harm to the game (meaning that using them as 2ndary professions was the problem).


    I never use meta-game builds, as it is nonsense and just makes people not think about how the profession works. Yes, I have one of every profession and take them into WvW often (and I don't mean EotM). WvW does need help, but it is not as unhealthy as you state. Try a grieving armor SB for some fun in WvW for small group roaming. It is quite fun.


    GW1, except for the first chapter, were horrid in how the chapters told the story. GW2 is a little better but only a little. 


    Clipping? GW1 had issues and still does with clipping. Necro armor, cape clipping, etc. I think you are waxing poetic for something that never really was GW1.

    No, GW2 really isn't substantially more balanced. Not when it has entire weapon sets (like Warrior Rifle) that flat out don't see use. Not when it has entire trait lines (like Revenant's Retribution line) that don't see use. Not when there are utilities or even entire branches of utilities that don't see use. Not when a majority of the game's gear stat combinations may as well not even exist.

    The undeniable fact is that Guild Wars 2 sacrificed a majority of the buffs, debuffs, and mechanics that allowed for skill variety to exist in the first game for the purpose of balance, and still fails at it miserably. When you cut out the pool of weapons, traits, and skills that are considered non-viable, you're basically left without any substantial variety.

    Also, builds like the 55 hp Monk aren't failures. They're a testament to the sheer scope of possibilities that the GW1 build system offers. They're an incarnation of player ingenuity, and they represent pure, unfettered RPG freedom in a way that does not harm the game substantially. They weren't viable in PvP or even a majority of regular content, and existed solely to farm specific objectives (which in the more extreme cases were often patched with boon-stripping mobs to address the situation anyway). 


    What is actually happening here is that you are taking your opinion of a game and projecting it onto others. You believe that because it has failings in your eyes, that any positive regard for the game is just blind nostalgia.
    Warrior Rifle has been good at times, and bad at times, most especially in PvP. At one point it was "meta" but like everything in GW2, it's subject to change.  Just like how Engineer Turrets were once an amazingly viable option in PvP and PvE, but now they aren't.  

    As the article says, over the years they've changed a lot. Remember when conditions weren't even really all that powerful? Then they overcorrected, burn guards and burn engies were top of the top. Now it's a little more balanced, only because they had to up the amount of condi clears to compensate.

    GW2 had a lot more options when it launched in terms of build variety. You could use bits and pieces out of each trait line if you wanted, to create something really unique.  Then they changed it to streamline things, and you were forced to take entire trait lines. 

    Granted skills were still skills, and the specializations really killed the variety you could have, because you had to slot the correct specialization to use the skill, which makes sense, sure, but it they also haven't added new skills for the original professions, like, ever, which essentially makes a lot of classes feel stale, with only minor balancing updates that wildly changes what is viable and what isn't from month to month on GW2.

    That being said, the only good thing about GW1 was the skill bar variety. Apart from that, the combat itself wasn't as fun, not nearly as active, the dodging and fluidity, which includes jumping and better navigation, really catches my fancy much more than GW1.  The world, the exploration, and the scope of how they did GW2 was far and away better than GW1. No instanced worlds, no lobby stuff (and I don't hate lobby games, phantasy star online is one of my all time faves). 

    There's a lot they could still do in GW3, and as it's been 7 years between the launch of GW1 and GW2, 7 years from GW2 to GW3 sounds about right.  I'd like to say I want them to take everything they learned from 1 and 2 to make 3,  but it seems like they still haven't learned enough from gw2 yet... at least.. what they've learned aren't things I'd want to see in a new game just yet. 



  • AeanderAeander Member LegendaryPosts: 4,682
    edited January 7
    Aeander said:
    botrytis said:

    GW1 is WAY more imbalanced the GW2 would ever be. Why? It is due to the dual professions and the unintended synergies that can happen between them. HP 55 Assassin? That was one. 

    GW1, by A.Net's own admission, when talking about GW2, said that the addition of new professions caused harm to the game (meaning that using them as 2ndary professions was the problem).


    I never use meta-game builds, as it is nonsense and just makes people not think about how the profession works. Yes, I have one of every profession and take them into WvW often (and I don't mean EotM). WvW does need help, but it is not as unhealthy as you state. Try a grieving armor SB for some fun in WvW for small group roaming. It is quite fun.


    GW1, except for the first chapter, were horrid in how the chapters told the story. GW2 is a little better but only a little. 


    Clipping? GW1 had issues and still does with clipping. Necro armor, cape clipping, etc. I think you are waxing poetic for something that never really was GW1.

    No, GW2 really isn't substantially more balanced. Not when it has entire weapon sets (like Warrior Rifle) that flat out don't see use. Not when it has entire trait lines (like Revenant's Retribution line) that don't see use. Not when there are utilities or even entire branches of utilities that don't see use. Not when a majority of the game's gear stat combinations may as well not even exist.

    The undeniable fact is that Guild Wars 2 sacrificed a majority of the buffs, debuffs, and mechanics that allowed for skill variety to exist in the first game for the purpose of balance, and still fails at it miserably. When you cut out the pool of weapons, traits, and skills that are considered non-viable, you're basically left without any substantial variety.

    Also, builds like the 55 hp Monk aren't failures. They're a testament to the sheer scope of possibilities that the GW1 build system offers. They're an incarnation of player ingenuity, and they represent pure, unfettered RPG freedom in a way that does not harm the game substantially. They weren't viable in PvP or even a majority of regular content, and existed solely to farm specific objectives (which in the more extreme cases were often patched with boon-stripping mobs to address the situation anyway). 


    What is actually happening here is that you are taking your opinion of a game and projecting it onto others. You believe that because it has failings in your eyes, that any positive regard for the game is just blind nostalgia.
    Warrior Rifle has been good at times, and bad at times, most especially in PvP. At one point it was "meta" but like everything in GW2, it's subject to change.  Just like how Engineer Turrets were once an amazingly viable option in PvP and PvE, but now they aren't.  

    As the article says, over the years they've changed a lot. Remember when conditions weren't even really all that powerful? Then they overcorrected, burn guards and burn engies were top of the top. Now it's a little more balanced, only because they had to up the amount of condi clears to compensate.

    GW2 had a lot more options when it launched in terms of build variety. You could use bits and pieces out of each trait line if you wanted, to create something really unique.  Then they changed it to streamline things, and you were forced to take entire trait lines. 

    Granted skills were still skills, and the specializations really killed the variety you could have, because you had to slot the correct specialization to use the skill, which makes sense, sure, but it they also haven't added new skills for the original professions, like, ever, which essentially makes a lot of classes feel stale, with only minor balancing updates that wildly changes what is viable and what isn't from month to month on GW2.

    That being said, the only good thing about GW1 was the skill bar variety. Apart from that, the combat itself wasn't as fun, not nearly as active, the dodging and fluidity, which includes jumping and better navigation, really catches my fancy much more than GW1.  The world, the exploration, and the scope of how they did GW2 was far and away better than GW1. No instanced worlds, no lobby stuff (and I don't hate lobby games, phantasy star online is one of my all time faves). 

    There's a lot they could still do in GW3, and as it's been 7 years between the launch of GW1 and GW2, 7 years from GW2 to GW3 sounds about right.  I'd like to say I want them to take everything they learned from 1 and 2 to make 3,  but it seems like they still haven't learned enough from gw2 yet... at least.. what they've learned aren't things I'd want to see in a new game just yet. 
    There was no time period in which conditions were not strong, if not overpowered in PvP. From a strictly PvE perspective, conditions spent the entire first two years of the game being useless due to their caps.

    I would actually take GW1 combat. I preferred being tested on my build, teamwork, and execution of that build, not my reflexes. And that's the thing. Especially in PvP, GW2 combat is a reflex test, and that isn't going to be appealing to everyone. Guild Wars 1 had reflex intensive builds like interrupt Mesmers/Rangers to reward the more mechanically inclined players, but it also had incredible gratifying strategic gameplay for players like myself, which Guild Wars 2 lacks almost entirely.

    Not to mention that if you aren't a dps player, a majority of Guild Wars 2's content isn't designed to be satisfying for your playstyle anyway. I'm a debuffer by nature, and I have no place in the game's role dynamic, whereas I had a strong place in Guild Wars 1.

    And lobbies aren't a negative when used properly, which Guild Wars did. I liked being challenged to build my team for entire missions/maps/dungeons beforehand. I liked having difficulty options for every open world map. I liked having instances. They lend themselves to an entirely different style of play that doesn't really exist in this open world era of gaming.
  • maskedweaselmaskedweasel Member EpicPosts: 10,232
    Aeander said:

    There was no time period in which conditions were not strong, if not overpowered in PvP. From a strictly PvE perspective, conditions spent the entire first two years of the game being useless due to their caps.

    I would actually take GW1 combat. I preferred being tested on my build, teamwork, and execution of that build, not my reflexes. And that's the thing. Especially in PvP, GW2 combat is a reflex test, and that isn't going to be appealing to everyone. Guild Wars 1 had reflex intensive builds like interrupt Mesmers/Rangers to reward the more mechanically inclined players, but it also had incredible gratifying strategic gameplay for players like myself, which Guild Wars 2 lacks almost entirely.

    Not to mention that if you aren't a dps player, a majority of Guild Wars 2's content isn't designed to be satisfying for your playstyle anyway. I'm a debuffer by nature, and I have no place in the game's role dynamic, whereas I had a strong place in Guild Wars 1.

    And lobbies aren't a negative when used properly, which Guild Wars did. I liked being challenged to build my team for entire missions/maps/dungeons beforehand. I liked having difficulty options for every open world map. I liked having instances. They lend themselves to an entirely different style of play that doesn't really exist in this open world era of gaming.
    Due to condition caps at the beginning, conditions weren't strong in PvP unless you could stack multiple conditions of various types, not more of the same, which again, was due to condition caps, and due to some of the other things, such as staff being largely viable still for elementalists, and turrets being viable for engineers, conditions rarely affected PvP players with either on the team.  Increasing that cap was great, in theory, and now it's become an option for many classes, but, that's also because they nerfed defensive builds.  You used to be able to bunker with several classes, almost all of them actually, now you only have about 4 or so viable ones in PvP and they ALL use specializations. 


    It's clear we both have different opinions on what good combat entails, I like way more active combat. Games like GW2 and DCUO that require dexterity and reflexes are something I really enjoy, even if I'm not as quick as I once was. I understand what you mean as a role as a debuffer, you really have very few choices in GW2, at least in the sense that the debuffs you can apply mean very little in the grand scheme of things.  


    As a guy who loves to primarily play support roles,  I play a healer in DCUO, a controller in COH, and, originally, on launch a Celestial Staff Elementalist in GW2, it took me a while to find my place in GW2, and back when celestial gear was actually somewhat viable, I was happy to be able to do a little bit of everything adequately, if not one thing exceptionally.  Now that build is somewhat dead, and it's really a shame.  Staff is pretty much useless for ele's now in any competitive play, unless you want to pretend you make some kind of difference as a back line WvW damage dealer. 


    I'd like to see changes made, but I don't think they'll ever come in GW2. 



  • AeanderAeander Member LegendaryPosts: 4,682
    Aeander said:

    There was no time period in which conditions were not strong, if not overpowered in PvP. From a strictly PvE perspective, conditions spent the entire first two years of the game being useless due to their caps.

    I would actually take GW1 combat. I preferred being tested on my build, teamwork, and execution of that build, not my reflexes. And that's the thing. Especially in PvP, GW2 combat is a reflex test, and that isn't going to be appealing to everyone. Guild Wars 1 had reflex intensive builds like interrupt Mesmers/Rangers to reward the more mechanically inclined players, but it also had incredible gratifying strategic gameplay for players like myself, which Guild Wars 2 lacks almost entirely.

    Not to mention that if you aren't a dps player, a majority of Guild Wars 2's content isn't designed to be satisfying for your playstyle anyway. I'm a debuffer by nature, and I have no place in the game's role dynamic, whereas I had a strong place in Guild Wars 1.

    And lobbies aren't a negative when used properly, which Guild Wars did. I liked being challenged to build my team for entire missions/maps/dungeons beforehand. I liked having difficulty options for every open world map. I liked having instances. They lend themselves to an entirely different style of play that doesn't really exist in this open world era of gaming.
    Due to condition caps at the beginning, conditions weren't strong in PvP unless you could stack multiple conditions of various types, not more of the same, which again, was due to condition caps, and due to some of the other things, such as staff being largely viable still for elementalists, and turrets being viable for engineers, conditions rarely affected PvP players with either on the team.  Increasing that cap was great, in theory, and now it's become an option for many classes, but, that's also because they nerfed defensive builds.  You used to be able to bunker with several classes, almost all of them actually, now you only have about 4 or so viable ones in PvP and they ALL use specializations. 


    It's clear we both have different opinions on what good combat entails, I like way more active combat. Games like GW2 and DCUO that require dexterity and reflexes are something I really enjoy, even if I'm not as quick as I once was. I understand what you mean as a role as a debuffer, you really have very few choices in GW2, at least in the sense that the debuffs you can apply mean very little in the grand scheme of things.  


    As a guy who loves to primarily play support roles,  I play a healer in DCUO, a controller in COH, and, originally, on launch a Celestial Staff Elementalist in GW2, it took me a while to find my place in GW2, and back when celestial gear was actually somewhat viable, I was happy to be able to do a little bit of everything adequately, if not one thing exceptionally.  Now that build is somewhat dead, and it's really a shame.  Staff is pretty much useless for ele's now in any competitive play, unless you want to pretend you make some kind of difference as a back line WvW damage dealer. 


    I'd like to see changes made, but I don't think they'll ever come in GW2. 
    Obviously we have different combat preferences.

    I don't consider Guild Wars 2's combat to be bad per say, but even if I'm looking for an action combat system, it's no Blade and Soul in that regard (though Blade and Soul's ONLY positive trait is its combat). It just isn't intellectually interesting in any regard. There aren't really many decisions to be made, and that isn't exactly gratifying to me. 

    And as far as reflexes go, GW2 has effectively evicted people like me out of PvP entirely. I still had a place back in the first couple years when every class could bunker and players like myself could run soldier's or celestial amulets and take hits. Now, everything is just a ridiculous twitch fest where the only "bunkers" that exist are those that do so through heals and active blocking/evasion as opposed to the traditional tank bunkers that I favored back in the day. I have no place in PvP anymore and I hate it.

    Another problem is that Guild Wars 2 doesn't really offer much in the way of playstyle changes. If I want to play the game substantially differently, I have to roll another class/specialization (which is exactly what I've done with my many, many alts), whereas in GW1, I could change my playstyle as often as I wanted, with near infinite possibilities, and often with little or no new gear investment required.

    I've still played Guild Wars 2 for a ridiculous sum of thousands of hours, but only for the things at which Guild Wars 2 excels - exploration, story, fashion wars, and weekly raids. I have no interest in the high end daily Fractals grind, PvP, or WvW anymore, because these content streams aren't compelling to me with the GW2 combat system and balance.
    maskedweasel
  • maskedweaselmaskedweasel Member EpicPosts: 10,232
    Aeander said:

    Obviously we have different combat preferences.

    I don't consider Guild Wars 2's combat to be bad per say, but even if I'm looking for an action combat system, it's no Blade and Soul in that regard (though Blade and Soul's ONLY positive trait is its combat). It just isn't intellectually interesting in any regard. There aren't really many decisions to be made, and that isn't exactly gratifying to me. 

    And as far as reflexes go, GW2 has effectively evicted people like me out of PvP entirely. I still had a place back in the first couple years when every class could bunker and players like myself could run soldier's or celestial amulets and take hits. Now, everything is just a ridiculous twitch fest where the only "bunkers" that exist are those that do so through heals and active blocking/evasion as opposed to the traditional tank bunkers that I favored back in the day. I have no place in PvP anymore and I hate it.

    Another problem is that Guild Wars 2 doesn't really offer much in the way of playstyle changes. If I want to play the game substantially differently, I have to roll another class/specialization (which is exactly what I've done with my many, many alts), whereas in GW1, I could change my playstyle as often as I wanted, with near infinite possibilities, and often with little or no new gear investment required.

    I've still played Guild Wars 2 for a ridiculous sum of thousands of hours, but only for the things at which Guild Wars 2 excels - exploration, story, fashion wars, and weekly raids. I have no interest in the high end daily Fractals grind, PvP, or WvW anymore, because these content streams aren't compelling to me with the GW2 combat system and balance.
    I've been a sPVP hound for a long time, often ranked in the top 100 in the first couple years, and still break into platinum ranks from time to time, but I haven't seriously played it in a while.  I get so tired of seeing the same builds rehashed from Metabattle over and over. To that end, I'm with you when it comes to build variety in GW1. 

    I worked pretty hard getting all celestial stuff in PvE (ascended), and then when that build went under, I haven't been excited to transition to other gear, so I just play other characters.

    After a while it does feel trivial, logging in to do.. who knows what.  I may be back for this season, will definitely come back for the new expansion, but, I'm bored of playing the same builds for the same classes, theorycrafting only to find out that a lot of what I'm doing will never be as viable simply due to the imbalances brought on by the specializations. In that way, I hope they do bring back the skill ideas from GW1... but if we've learned anything over the years, it's been that Arenanet favors streamlining to complexity.. I believe they feel choices are the bane of the casual player. 



  • TorvalTorval Member LegendaryPosts: 19,660
    55 Monks are a hallmark example of how great that build system is. It's incredibly overpowered until it's simply countered. All the instances ANet didn't want people 55 farming were resolved with a simple enchantment shatter added to the mob mix. That's all it took. They didn't have to wrangle numbers, nerf damage or weapons, or anything. They just broke it using the flaws inherent to the build. That's why it's so genius. Every build has a counter.

    Guild Wars 3 could pick up after defeating the water dragon and opening Cantha. Cantha could be Vanilla GW3.

    Also I'd rather it be a shared world RPG instead of an MMO or a CORP(hub/instance). Something like Secret World Legends where you can meet people in the open world but the concurrency cap is much lower. If not that, then go back to hubs and instances with heroes and henchies.
    AeandermaskedweaselKajidourden
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  • AeanderAeander Member LegendaryPosts: 4,682
    edited January 7
    Also, while I think that criticisms of Guild Wars 1's storytelling are valid, I think this largely comes down to presentation, not content.

    The cutscenes used in Guild Wars 1 were stiff, awkward, and often buggy, and this really hurts the presentation. I will also admit that its characters rarely had noteworthy personalities (with a few notable exceptions like Eve, Cynn, and the Eye of the North hero characters). 

    Despite this, the story of Guild Wars 1 had a certain gravity to it at times that Guild Wars 2's story often lacks. It wasn't obsessed with Marvel style comedy relief and wasn't afraid to get into truly dark territory like the entirety of the Factions plague storyline or the attempted genocide of the Tengu (I'm a huge fan of GW: Factions, if you couldn't tell). When the Ascalonians of GW1 are fighting a losing war, you can see the hopelessness of it, whereas an equally hopeless conflict in GW2 (like the neverending conflict of the Charr vs. the ghosts) never really has that kind of gravity to it.

    It also excelled at creating serious, distinct NPC factions like the Kurzicks, Luxons, Obsidian Flame, Am Fah, Jade Brotherhood, Order of Whispers, and Ministry of Purity. These helped to really add to the world and often come across as more organic than the Vigil, Order of Whispers, or Durmand Priory.

    Also, I know that story and lore are separate, but Guild Wars 1 lore was so deep, vast, and interesting that Guild Wars 2 still frequently taps into it to create the illusion of continuity in its own story.
    Torval
  • AlieniconAlienicon Member UncommonPosts: 6
    Yes, I really didn't like GW2 at all. Played it for a few months when it first came out, tried logging in a few times over the years and just uninstalled within 10 minutes. So I pray they make a GW3 that's worth a crap
  • FlyByKnightFlyByKnight Member EpicPosts: 3,967
    Shout out to the weenie who read this thread and ran over to GW2 forums to "complain" about people discussing GW3 on MMORPG.com.

    "ARE YOU GUYS SERIOUTH!".

    Yes, GW2 is going to become the new GW1. New manifesto, new renege.

    "Guild Wars 3 is our opportunity to question everything, to make a game that defies existing conventions. If you love MMO's you're gonna want to check out GW3. If you hate MMOs you're REALLY gonna want to check out GW3.

    Guild Wars 3 takes everything you love about GW2 and puts it into a persistent OPEN WORLD. It's got better action combat a fully branching community story line. An improved randomized event system and still no monthly fees"
    "As far as the forum code of conduct, I would think it's a bit outdated and in need of a refre *CLOSED*" 

    ¯\_(ツ)_/¯
  • AeanderAeander Member LegendaryPosts: 4,682
    edited January 7
    Shout out to the weenie who read this thread and ran over to GW2 forums to "complain" about people discussing GW3 on MMORPG.com.

    "ARE YOU GUYS SERIOUTH!".

    Yes, GW2 is going to become the new GW1. New manifesto, new renege.

    "Guild Wars 3 is our opportunity to question everything, to make a game that defies existing conventions. If you love MMO's you're gonna want to check out GW3. If you hate MMOs you're REALLY gonna want to check out GW3.

    Guild Wars 3 takes everything you love about GW2 and puts it into a persistent OPEN WORLD. It's got better action combat a fully branching community story line. An improved randomized event system and still no monthly fees"
    I've long since learned that if I got mad every time someone on these forums had something bad to say about Guild Wars 2, I'd die of a heart attack by the time I'm 30. 

    (But say anything bad about Guild Wars 1 and I'll tell you off :p ).
  • meonthissitemeonthissite Member UncommonPosts: 917
    Sure! So long as Arenanet doesn't get their grubby hands on it!
    Aeander
  • ArteriusArterius Member EpicPosts: 1,859
    edited February 6
    I don't know if this is true but this got brought up on the fourms. According to someone on there during a live stream the devs said that they won't make a Guild Wars 3. That Guild Wars 2 was made because Guild Wars 1 wasn't really a true MMO and they were limited by what they could do versus what they wanted to do.

    Again not sure how true this is. I don't care enough about Guild Wars 1 or 2 to do research afterward to find out the truth.
  • AeanderAeander Member LegendaryPosts: 4,682
    Arterius said:
    I don't know if this is true but this got brought up on the fourms. According to someone on there during a live stream the devs said that they won't make a Guild Wars 3. That Guild Wars 2 was made because Guild Wars 1 wasn't really a true MMO and they were limited by what they could do versus what they wanted to do.

    Again not sure how true this is. I don't care enough about Guild Wars 1 or 2 to do research afterward to find out the truth.
    I could see that being the truth. The reason for Guild Wars 2 was engine limitations in GW1. There isn't any actual need for a Guild Wars 3 unless they want to do something mechanically different enough from GW2 to distinguish itself.
    Arterius
  • StrongholdJackStrongholdJack Newbie CommonPosts: 1
    Literally give me guild wars 1.... exactly as it was, if they really wanted to then maybe a graphics update, that's it. Maybe I'm weird but the more I play GW2 the more I realize it's not half as good as Guild Wars was.

    I have genuinely returned to playing Guild Wars 1 quite regularly and less and less GW2, and it's the game for me.
    Aeander
  • itsoveritsover Member UncommonPosts: 346
    edited May 27
    make guild war 1 active again, there no other game like it. coop is what make bring peoples together
    gunklacker

    image
  • MargraveMargrave Member RarePosts: 1,164
    Yes. It is time.
  • ValentinaValentina Member RarePosts: 1,877
    I'm ready for a GW3, their current formula for GW2 is getting stale. I love the story, want to see it continue going forward but I think they need to take the series to the next level.  I would really love to see them incorporate the WvW-style siege warfare into the greater game rather than being instanced off to the Mists, and make it far more dynamic and interesting than it is. I had such a blast WvW'ing for years, but that also got stale.
  • eoloeeoloe Member UncommonPosts: 28

    Scellow said:

    Yes to GW3 no to horizontal progression



    Well this is because of this kind of comments we had GW2 and not GW1 #2.....

    Max level in few hours in Cantha. Then the build(s).

    THAT was great.

    And who remembers the Droknar runs?
    Aeander
  • ScorchienScorchien Member LegendaryPosts: 6,871
    edited May 27
    If Arena Net cannot produce better numbers by 4th qtr 19 , there may not be any GW at all , NCSCF forced those layoffs because of bad performance , no game( that is not homegrown) stays in the bottom of  NCSCF stable for long ...

      Let alone a GW3 , there are 0 plans for that atm
  • UngoodUngood Member EpicPosts: 2,757
    Well this is a good topic to revisit.

    I think the major layoffs at ArenaNet regarding people working on "other projects" were a planned GW3, or at the very least, something along those lines. As it would follow their system of what they did with G1 to G2, which was develop a game, get a high spike, put out some expansions, and while things were still at a high point with a lot of customer loyalty intact, make a new game.

    That system would leave them open to experiment with new ideas, try new things and not be afraid of failure as they would not be saddled with the project long term.

     But, HoT dealing them a major blow to the trust and good faith with their player base, and now with the layoffs, and all other projects cancelled , they need to revisit their long term model of what they can salvage from the ashes of their mistakes with GW2. 

    This should be interesting to watch.. if as nothing else, a cautionary tale.
  • AeanderAeander Member LegendaryPosts: 4,682
    To me, the layoffs just scream an abandonment of MMOs, especially in the West, in general. NCSoft's future is unfortunately in mobile, and it's looking like the Guild Wars franchise will be an eventual casualty of that.
  • GorweGorwe Member EpicPosts: 6,091
    edited May 27
    Yes, let's forget GW2 ever existed and move on with TNG of Guild Wars(more like original GW please).
  • UngoodUngood Member EpicPosts: 2,757
    Aeander said:
    To me, the layoffs just scream an abandonment of MMOs, especially in the West, in general. NCSoft's future is unfortunately in mobile, and it's looking like the Guild Wars franchise will be an eventual casualty of that.
    There is no truth to this, and the number do not back it up either.

    Just to use a very simple sample, Wow after years of decline has near 3 million players still in the west, that means there are no less than 7 million players looking for their next MMO, to see where they are, notice, Dauntless just hit 6 million players on it's first week.

    The population of players is there, There are millions of players in the West looking for the next good MMO to hang their hat, the sad reality is, GW2 made a lot of huge mistakes, and their biggest was HoT and it's effort to placate their hardcore player base.

    The hardcore player base.. as we have seen from other games like WildStar.. is not there, and not able to keep B2P/Cash Shop games solvent, simply because, as cliche' as this may sound, they have the time to grind out the in-game wealth so they don't spend real world money on the game. In fact that is what moved Anet to change their whole method of cash shop pricing and what they sold, Mike O admitted such openly.

    So no.. Anet's layoffs were not some "nature of the beast" it was purely a matter of "mistakes were made" 
  • FlyByKnightFlyByKnight Member EpicPosts: 3,967
    edited May 28
    The betting money is on a "Hell No" from ANet on GW3.

    Nice necro though.
    "As far as the forum code of conduct, I would think it's a bit outdated and in need of a refre *CLOSED*" 

    ¯\_(ツ)_/¯
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