Re: NPCs as third faction.
Posted: Wed Sep 16, 2020 8:15 pm
GW1 was and is a great game, GW2 has had the potential to carry on that legacy.Zxul wrote: Wed Sep 16, 2020 4:13 pmIts does makes me though wonder even more just how did GW1 pulled it off, with them being the only mmo that I know where mobs effectively use abilities and tactics. Especially that GW1 is even older than AoR.wargrimnir wrote: Sat Sep 12, 2020 7:06 pm This might just inspire me to make a fantasy suggestion subsection that we can gather these kind posts into. They're fun to imagine and overthink about, but reality is not going to be kind to them.
A wild lurker here, chiming in because I am still upset about it to this day:
Back in GW2's alpha and beta the PvE was actually excellent - I am saying that as someone who did and does avoid PvE at all costs in all the games I play, with exceptions only made for the obvious gated non-sense that is mandatory and occasional game testing. The NPCs back then not just used abilities, they would also actively dodge your's. It was so engaging that they whittled it down over time and eventually dumbed it down to essentially a fancy-looking tab-target snoozefest. Their actual target demographic couldn't cope with the challenge, everything that happened to the game thereafter was just par of the course - once you give a finger, you'll eventually lose your hand. GW2 could have been a great game (with emphasis on PvP), but it did wind up as yet another themepark-MMO in sheep's clothing, posturing with PvP/RvR elements and challenging innovative combat systems it'd abandon the first chance it got for Skinner Box and monotonous timesink driven $$$. It didn't pay off longterm, judging by ArenaNet's track record.