Mmm jedan interesantan osvrt na GW2 od GW igrača
http://teamquitter.com/viewtopic.php?f=55&t=27150Nekoliko stvari koje upadaju u oči :
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They didn’t remove the holy trinity of tanking damage, healing damage, and dealing damage in Guild Wars 2. They consolidated it.- Its not GW - they abandoned good from that game along with the bad when they decided to start fresh, and the result is a game that feels less like a sequel and more like a standalone title.
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Elite skills- are predominantly repetitive and chaotic.
They interrupt the flow of combat by offering dramatic surges in power that call for dramatic responses in power. They often make an engagement one-sided- ( izgleda kao win skill koji može odlučiti ishod borbe)
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Illusion of choiceYou can refute the profession overlap or the neglect of good ol’ Guild Wars, but you cannot refute the fact that Guild Wars 2 is trying to sell you the illusion of choice.
When you choose a weapon, you’re choosing five skills that cannot be changed. You cannot change the location of the skills on your bar, nor what they do. You cannot remove or replace a skill you don’t like or a skill the functions sub-optimally.
You’re stuck with a build someone else has designed for you. That’s so unlike Guild Wars, which is a real, quantifiable problem
The choice of weapon in Guild Wars 2 is going to be dominated by which sets offer the best performance. You may not be able to choose the style you want because of a single undesirable skill that you are powerless to change.
There are four attributes in Guild Wars 2 that all affect your effectiveness in combat: Power or damage, Precision or the chance to score a critical hit,
There will be a best way to allocate points, and that will be the most efficient path to victory. Sure you can “choose” to not allocate your points that way, but you’ll be choosing to handicap yourself
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EquipmentYour gear modifies your attributes, so look up.
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You Fight the ControlsGuild Wars 2 has more dimensions of control than any other game in the genre, which is largely the result of being able to move while you activate abilities. You have to target opponents, rotate your camera, move your character, interact with the environment (jump over a fence, push a button) and activate skills all at the same time.
In total there are 19 unique buttons you will be to be using at any one moment just to move around and use abilities: 1-0, W, A, S, D, the right mouse button, left mouse button, the scroll wheel, plus hotkeys for dodge, reverse direction and reverse camera.
This total isn't counting target navigation buttons like Next Target, Call Target, Target Previous, Closest Target, Priority Target, etc. Each of these dimensions is familiar, but Guild Wars 2 requires you to interact with each one simultaneously.
Most FPS games will lock aiming and the camera movement into a single dimension (your cross-hair is also the direction your camera is facing).
It is difficult to get used to this new Guild Wars 2 system. You often have to sacrifice movement to aim abilities, or sacrifice camera movement for character movement-
Targeting is a NightmareSay you’ve mastered every dimension of control and boast an actions-per-minute score in the hundreds. You’re ready to use your skills to the best of your ability. You’ve got your favorite build, you jump into a match, and then you encounter indistinguishable enemies of greatly varying sizes and shapes, plus pets, minions, and trinkets like repair kits, turrets, or destructible wooden carts…in 3D!
The sheer quantity of targetable objects combined with the lack of visual differentiation for each and then complex terrain upon which you encounter those targets not only interfere with tab targeting but magnify issues associated with the game’s automatic targeting.
Imagine a guy on a hill above you that you really want to teleport up to. You rotate your camera to reveal a sliver of terrain atop the hill that you can click on, target that location with your ability, then all goes well until your target disjoints your ability mid-activation and the game automatically redirects you into a pet dog
When an entire profession is designed around the use of trinkets, when Necromancers can have six or more minions at once, when every Ranger has a pet, and when maps are filled with secondary objectives and an interactive environment, auto-targeting should be optional or removed so skills are not wasted on undesirable targets unintentionally- Aiming
Targeting AoE skills in three dimensions is also problematic. You have to be able to get your camera a certain angle in order to make sure the skill gets off and many times this just ends with you using a skill in a way you never intended
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Monotonous Skill DesignThe feeling of monotony encroaches too quickly due to an abundance of simple, repeated effects.
There are not enough advantages or disadvantages for timing, aiming, and/or chaining skills we’re stuck with skills that predominantly don’t cost anything but time and have very similar activation costs. Changing how some of the skills behave can put some of the elements like positioning, recognition, and anticipation back into the mix making it much more fulfilling without adding much complexity
Unfortunately, we’re stuck with skills that predominantly don’t cost anything but time and have very similar activation costs It feels as if activating skills as they are available is the most efficient way to use this set, rather than relying on timing, aiming, coordination, positioning, or using skills in a certain order
There is little you can do to react to the actions of your opponent or threaten your opponent into responding to your actions ,
an experienced player will be nearly as threatening as a novice player.Costs
With the removal of energy, most skills lack an immediate cost.