"not a game v game thread gaiz"
Goes on about how GW2 is better.
#blizzisevilebecausetheyarepreventingmefromenjoyingtheirproductswithapricetag #blizzardisprovidinganadditionalservicethatpeopleaskedforandthepeoplewhodidntaskforitarepi ssedbecausetheywanteverythinghandedtothemlikeentitledassholes #whydoessubwaycharge5bucksforasandwichwhenicouldeatmyneighborsdogshitforfree #mcdonaldsmakesenoughmoneyishouldgettheirfoodforfree
I don't know exactly how it's done in GW2, but I see tons of opportunities for douchebaggery, and we all know the WoW community would take FULL advantage of every loophole in the system.
For instance, what if you and your friends are all fighting a rare and some dude comes in at the last second and stabs it once...does he get loot? I should hope not, he basically did nothing.
So maybe it only counts if you DPS'd from the beginning? Like the first 80%? Well that could still be gamed...someone could simply DPS at the beginning then sit around and watch the others kill it, then collect loot at the end.
So I guess my point is...if such a system was in place some people wouldn't work together, they would just run around tagging mobs that people are already fighting, and simply collecting loot when others finish the mobs off for them.
Lets say you get to the boss he has 1/2 hp left and you hit it once and thats it. Good chance you will get a bronze ranking thats a little bit of copper/silver and good chance no items.
But if lets say you come in and the boss has 1/6th hp left and you keep attacking you will get a gold and rewarded for it. The ranking system is based on what you do at the time you get there up to the end of the fight. So lets say I walked up to a world boss he has 90% hp left and I hit it once and afk. I will not get a gold rank and if its a world boss like GW2"The Shatterer"/WoW"Garr" then good chance the loot I get will be shit if any loot at all.
Originally Posted by Blizzard Entertainment
I completely agree with you on mob tagging, Blizzard's approach is now overcomplicated and inconsistent because they invented faction tag and omni-tag, but only apply them to specific creatures. Really they just need to stop dragging their heels and accept that this fundamental game concept has changed. Ditto being-in-a-raid-means-no-quest-progress. Those things made sense once upon a time but now the irritation they cause far outweighs the issues they prevent.
Blizzard says they want to make running into other members of your faction a positive experience rather than a hassle you try to avoid, well this is one thing they need to get a move on with. That design goal is diametrically opposed to resource competition, they can't have both (or at least, competition should be restricted solely to things like mining nodes).
I've never played GW2 but in many respects its design sounds like a next gen MMO versus WoW. I suspect Blizzard would love to implement some of the designs GW2 uses but it's difficult to radically change WoW given its size and age.
In fairness, gw2 could take a lesson from wow about movement and interaction, and making every spell/ability 'feel' more solid, and like it connects, not sure if that's the sound, or the numbers, or timing....but wow has always had a real good feel about how to connect you pushing a button to how a spell 'feels' when it hits.
I don't even have the words to express that. Anyone?
"There are other sites on the internet designed for people to make friends or relationships. This isn't one" Darsithis Super Moderator
Proof that the mmochamp community can be a bitter and lonely place. What a shame.
In fact on recent kills I've deliberately stopped DPS after the tag to let other people get the tag before it dies. Not that it really works, the other people present pop all their CDs and zerg it dead in seconds regardless.
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Originally Posted by High Overlord Saurfangi7-860 @2.8GHz | Radeon HD 7770 | 8GB DDR3-1333MHz | Corsair CX 430W |
Feedback would be referring to the action telling you it happened or worked correctly, in WoW the biggest failure there is from DoT effects, in GW2 it comes from frontal cones (engineer flamethrower for instance) and certain ground effect combos. I'm a little curious what abilities you found to have insufficient feedback in GW2, but that's way off topic.
If you're talking about the ability happening when you expect it to happen that would be responsiveness. Both games have an ability queue feature to counteract the effects of lag somewhat, they are both pretty lame, but I think that's just a limit on what can be done since this kind of responsiveness is usually pretty bad, with the best players learning how to cheese certain auto adjust features. This problem is bigger in FPS style games than anything else.
I imagine no tagging mobs in WoW like 40 people in a raid waiting to one shoot the time lost drake. That makes sense alright
I agree OP, shared mob tagging would promote social contact. I mean look at Timeless Isle : people actually speak when a rare spawns ! And they help each other rather than grief each other and steal kills and generally be antisocial ! It's almost as if the game were a MMORPG or something. You should be happy to see another player ! (as long as they're part of your faction - make the tag faction based in order to keep some Alliance-Horde conflict, even though I'm a PvEer, otherwise the faction split is sort of meaningless)
Right now my biggest WoW dream would be to enable this for all the Yaungol mobs on Timeless Isle. Make the Shaohao rep grind a giant epic free-for-all war. tbh I wouldn't even give two shits about the opportunists who would just hit the mob once and leave (make them stay in combat until it's dead ?), it would just be fun.