I can´t think a reason why anyone hasnt mentioned the most important difference: "It´s not balanced".
Before i get all the crits to this i want to follow up my argument why this is "GOOD".
First of all you have 8 posible skills to put up in a bar from what almost 300 posibilities on one single class and being able to have a secondary class. ie (thinking in wow it would be kinda priest/warlock) XD awesome !! (or warrior/rogue) what i want to say is that you can put any 8 skills and be better than any class no need to balance the skills and nerf once and twice and three times the same skill in one expansion just to pull out same numbers as others.
Balancing depends on you and not on the people that ask you just to "click this way" and you will be compensated with a new gear
This actually make people "think" and "make" people better players, feel as a hero and enjoy the f***ing game.
Have you done your attribute quests? Since you mentioned signet of capture quest, but not attribute point quests, so I though you might have missed these as game doesn't direct you to these quests in factions and prophecies as it does in nightfall. http://wiki.guildwars.com/wiki/Attri...e_point_quests
That's the main "bad" thing about GW, you do become incredibly powerful once you've unlocked many skills and heroes - it does actually get a bit too easy which is why they had to add the hard mode stuff.
I recall failing at Argo as well back when Factions was new, but that was just one of many failures then, the "afflicted" mobs were much harder back then and the skills were less powerful (like most mesmer spells didn't actually do damage, they only interrupted/drained energy).
I'm so glad that you are enjoying the game
The key factor to count as an mmo is the persistent shared world with actual gameplay. If the sharing doesn't go beyond the lobby, then it isn't an mmo.
1- Instanced world. Many of them don't like it. I understand why. GW2 won't have it.
2- PvP game. GW is one of the few MMOs where pvp isn't an after-thought to everything. As such, many people think that you level and just pvp. They don't want to pvp, so they "dislike" GW1 without even beginning to understand the massive amount of pve in the game. The same is true of GW2. People don't seem to realize that the pve side has more content. The pvp side was just made correctly.
3- Grouping. GW1 requires a group for everything. It may be npcs or it may be players. However, you are going to have a group. All solo play means you have to manage a small squad of units; causing it to push towards a strategy game rather than an RPG style game. Some didn't lie this.
4- Controls. GW1 has unique controls. You can't jump. People didn't like that. Again, not true in GW2.
5- Crafting. There isn't any; not true of GW2.
6- Difficulty. I've never had a friend hit this point. If they did, I'd teach them how to overcome it. I suppose many will be dismayed at the difficulty in GW2. GW1 is mean in hard-mode content. It really punishes mistakes. However, you don't feel a need to grind it. You don't even need to do it to try to stay competitive. It will make you a better player. It may turn some off.
I really don't think it will be a big turn-off. I know Yogscast said some mean things about their dungeon. However, I am willing to bet that if they weren't press, they would have left and gone on their merry way about the world. They love the game. However, they don't like the dungeon. They would still have hours of fun just goofing around without entering those harder areas. They were also getting better. Watch their later stuff. They aren't great; but they are so much better. By the time they did WvW and hit 80, I bet they'd actually enjoy the dungeon because they would actually be good. And because of the loot mechanics, it doesn't matter that they skip it.
7- No "end-game." I've seen a number of articles on this; most of them were disappointing. Here's my take after talking to friends. Ask them what they actually do in game. What percent of their time is occupied with which activities. Then ask them which activities they enjoy. Ask them what they'd do if they had BiS gear. It's quite interesting. Most people spend time just playing around. How many people continue to run dungeons once the rewards aren't needed? Most don't. As soon as they actually get the best gear (or get close enough to it), they do whatever they enjoy. If they don't enjoy anything, they will only log on for the social aspects of helping guildmates. Otherwise, almost all of them fall into leveling alts, working on achieves (title, cosmetic stuff, etc.), exploring something new, crafting, the AH, and/or pvp. Most people will do the same in GW2. Deep down; the massive majority of people don't like pointless gear grinds. They just do it because they want to make their player be competitive by putting it into the best gear (or close to it). So, they grind and use it to justify the sub cost. GW2 will actually wake people up to that reality.
I think people will be surprised at how much more enjoyable a game will be when you aren't forced into some repetitive grind that slowly makes you hate the game. Yes, you will log fewer hours because of it. However, you'll love the game. You'll come back when there is new content. You'll log in to help a friend. You'll play for exactly the right amount of time. Most people force themselves to grind in order to justify the monthly sub. When there is no sub, you just do whatever makes it fun. If WoW had this model, I'd log in every patch. I'd buy every x-pac. I would actually still love the game. The same is true of Aion, Rift, and ToR. I'd love to have 4 other MMOs I could just play whenever the mood struck. It'd be awesome.
GW1 falls into this model; though many don't realize it because they never got past the concerns I posted earlier. You could do exactly as much as you wanted and never feel cheated. I played on and off over the years. However, I've logged a large amount of game time into it. Is it as much as my WoW time? No. However, I can tell you that I've enjoyed GW. I still log on. If there was another x-pac, I'd buy it. I love this game. On the other hand, I'd rather stab myself in the hand than buy MoP. That's the difference between the models. I played exactly the amount that I enjoyed in GW1. There was no rush to justify a sub cost while getting HoM rewards. I simply played however much I wanted.
Last edited by Dosvidaniya; 2012-03-05 at 12:55 AM.
"Some flies are too awesome for the wall." - Community
also to the people that say its not an MMO(in this post and generally)well AOC STO and TOR are exactly the same with their zones...all instanced and things like that...the diference in GW1 was that you had a personal insatnce instead of a generic one with a cap of 100 players where you could invite other players in.
It's a tough call trying to classify it because the world is instanced and limits you to party members but the towns are like any mmorpg. You can meet up with other players and interact with them in towns and outposts so it's not different from an mmorpg in that way. In fact, you could say that the towns are like the world in mmorpgs and the world is a series of instances.
the only other one that comes close to that kind of customization is swtor before you start running ops