Friday, February 15, 2013

GW2 Vision = Disorganized group's paradise


One of the points I do while following the zerg in WvW (other than watch Tv shows) is to speak on mumble with my buddies. 1 of the recent discussion point was 'why is GW2 so zerg focused?'

It is basically a game vision that made it so. The vision of GW2 is everything regarding 'groups without the barrier to get players into groups'. It's so focused on getting individuals 'in a group' that just being in the same region = group in terms of gameplay; esp DE / WvW. Being in an vicinity with a considerable amount of players = more XP / Loot in PVE & further chance to win in a PVP (oftentimes explained as 'Death Ball' or just 'Zerg' in WvW). Hence this encourages 'zerg' at a gameplay level thanks to the overall vision of the Guild Wars 2 gold game plus the game styles / game systems developed to suit that vision.

Offensive is passive while defensive is reactive / active. The strength of your 'group' increases in a linear fashion as you add more players; and so it is passive. Nevertheless all defensive methods are active; dodge, shield, heal, react to offensive push in WvW etc. Once once more, the game pushes the player-base to be all about offensive & 'find the greatest zerg'. It is system is based upon trying to create the biggest 2 blobs of players and smash them into each other.

Whether you personally find this enjoyable or not is 100% subjective, I find it amusing in minimal bursts.

The only place you are nonetheless likely to see 'zergs' in PvE are in Orr. Most 1-75 content is now done by smaller groups, who have to be more organised and advantageous if they need to beat the more challenging DEs.

Open world content wasn't honestly developed to be troublesome although, because it is far too uncontrolled. & to be fair, the only MMO with troublesome overworld encounters I have played was EQ2, and those were for elite raiding guilds with the greatest gear (Avatars of the gods during EoF -> TSO).

PvE challenge in GW2 is found in the dungeons, most folks just stay with the easy ones, but there are challenging ones there that demand players to work as a coordinated team. Making the overworld difficult just isn't practicable, or needed.

Same as WvW, that was never meant to be challenging, the challenge is in sPvP. Open world PvPers do not relish a challenge or fair fight, they just like being in a position to kill folks by any suggests necessary. Pretty much the opposite of a fair fight / challenge. If you want a PvP challenge, you must be doing tournament sPvP.

in WxWxW spamming skill-sets does not work even in zergs, as necro i want to save my wells and marks to particular conditions, and i think that makes all the difference as a group to prosper , and when solo or minimal group it honestly needs strategy, know all class's and skill choice to win against.

Everybody tells eng. sux on pvp though i can make wonders with mine, still mesmers are far easy class to play in WxWxW.

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