Im folgenden Video siehst du, wie du consolewars als Web-App auf dem Startbildschirm deines Smartphones installieren kannst.
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Ja solltest du. Die aufgeführten Punkte sind entweder nicht wahr (buyable xp scrolls) oder werden total übertrieben dargestellt (+stat CE items - das ist ein Ring, der wahrscheinlich ab Lvl 5 nutzlos ist weil man dann besseres Equip findet) oder aber nicht relevant für den Erfolg eines MMOs ist (No open world PVP). Aber: haters gonna hate![]()
ich sollte weniger auf 4chan lurken :shakehead2:
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wie sick arenanet gegen nda breaker vorgeht![]()
Disclaimer: Yes, I know this is breaking the NDA. Before I would have been as appalled as a lot of you are when people break. But sadly, I just don't care anymore. I don't care if they ban my account.
I went from a GW2 megafan that read every single post in this subreddit for the last month, to someone that is done playing the beta, in the span of one day. Some of you who are in the beta will disagree with me, but I think a lot of people will agree.
I was basically frothing at the mouth to play this game, and I was very excited to finally log in. My expectations were kept in check, but it was hard not to be excited about all of the promises Anet had made. The cash shop fiasco didn't bother me and I had a lot of faith in them.
The game is good. A lot of what they've done is pretty innovative. However, a lot of their innovative selling points just don't live up to the hype --- not even close. And of course these selling points are the ones that people are REALLY excited about, so when you try to tell people about them the usual response is that "you don't understand", "you're playing wrong", or "that selling point is the best part!".
I've played WoW, I've played Conan, I've played WAR, etc etc. When GW2 came along and promised to revolutionize the genre that those games all fell in to, well of course I was excited. But to my surprise, I don't know if it really does. All that I had heard about GW2 made me actively NOT want to play other MMOs; GW2 gave me a sense that after it you just could never go back to a normal MMO. I realized how tired the MMO formula was and I entered a monogamous relationship of expectation with GW2.
Here's the thing though. After playing the beta, I feel like GW2 is in actuality one of those games that I "could never go back to". There are a lot of good things about the game, but then other things ... The main promise I feel was blown WAY out of proportion was the whole "You use your skills at the right time! You have to use them in the best situation" design philosophy. It just isn't true, at least in PVE. Against "normal" mobs, the numerous conditions and effects you affect the mobs with are completely unnecessary and pointless. The best way to play is to use every cooldown the second it becomes available. And without any resource system to manage, this is just too easy and too mindless. Sadly the same thing goes for the "hard" mobs and minibosses - you just have to keep everything on cooldown, and run and dodge if you feel like it.
The bread-and-butter button hitting of the game disappointed me. Not in that it's worse than other MMOs. It's just the same. I was expecting so much more. I found myself growing bored, hitting the same buttons without ANY active thought on my part, and it's not like I was failing or having a hard time. I played for a while, and then to my astonishment, was bored. "I should go browse Reddit for a bit" was never a thought I expected to have while playing the game, but I did.
The combat just feels a bit ... mindless. Look, it's not that I expected or wanted a DPS "rotation". No, I completely agreed with the hype that not having a rotation was one of the best parts about GW2. But the thing is ... you DO have a rotation in basic PVE. This promise was just not fulfilled, and I don't see how anyone who has played the beta could disagree with that (but I'm sure some will).
The one area where I my problems with the game could be solved is in competitive PVP. I don't think it's a good idea to do your normal strategy of keeping everything on cooldown in PVP -- and that's great. Obviously you won't want to use your damage + blind skill when you don't need to blind the target, as it would obviously be better to save it for when you need it. This is because you know you are playing against a human who can react to what you are doing. This doesn't happen with PVE mobs. You just use your damage + blind skill whenever it's up because why the fuck not? I've realized that the system Arena Net is after almost necessitates PVE AI that is much more diverse and reactive that it is. The PVE mobs are just like those in any other MMO you've played. They'll come and auto-attack you and maybe do one ability like cast a fireball or knock you back or something. But it's not like it takes any intense reactive gameplay for you to kill them --- no, you just keep everything on cooldown and cycle through your damage abilities as mindlessly as before.
When I noticed this, I realized I just didn't want to play. It became the same game that all of the Anet promises had ensured I could never return to again.
Oh well. I'm done for now, but I'm still interested in seeing what the game turns out like at launch. I'll probably wait and see if it's worth buying (something I couldn't have fathomed doing 24 hours ago). I just don't know if they can fix this aspect of the game, as it seems so ingrained into everything else they've done. And hey, it might not bother some people. But me, I'm out for now.
Um zu verstehen, ob und wie berechtigt seine Kritik ist müsste man schon wissen welche Klasse er gespielt hat, ob er mit anderen Leuten unterwegs war etc.pp.Naja also als ganz unberechtigt würde ich seine Kritik jetzt erstmal nicht abtun.
Dafür müsste ichs wohl auch zocken. Nur wundert es mich ein wenig das er sagt es wäre genauso wie bei WoW und gleichzeitig das man einfach immer alle Spells casten muss welcher gerade kein cooldown hat.
Also bei WoW muss ich eigentlich schon ordentlichen timen wie ich wann welchen spell caste und auch mal leicht varieren.
Was anderes hatte ich diesbezüglich auch bei GW2 nicht erwartet.. lediglich halt das jede klasse Damage machen kann und healen.
Ausserdem hoffe ich echt das die Dynamischen Quests gut umgesetzt sind.. das mir eigentlich fast das wichtigste.
Denn dieses ständige Quest holen.. Mobs killen Quest abgeben suckt mich einfach nur an.
So wie ich das jetzt verstanden habe bisher, ist es wohl so das viele "Quests" so aufgebaut sind das man einfach über die Karte läuft und aufeinmal wird einem ein Attack oder so angezeigt und da werden dann alle Spieler in der Region hingelotst und so entsteht praktisch sowas wie ständige Dynamische Partys.
First, my background: Someone who played GW1 (held HoH), and has been in the top few percent of players in PvP in myriad other popular MMO's.
PvE
My thoughts are similar to the "burned out after 1 day", but hopefully I can do a better job articulating why I feel that way than he did. It's not that the PvE is too easy, which is sort of the impression his post gave. Questing is always easy in MMORPGs, and honestly it should be; if I wanted to play Dark Souls, I would play Dark Souls.
The problem is that PvE is more mindless than in any other big ticket MMO. In WoW, or SW:TOR, or Rift, questing is really easy, just like it is in GW2, the difference is that in those other games there are resources to manage, procs to be on the lookout for, spells to be on the lookout to interrupt, etc. Sure, you can absolutely ignore all these things in those other games and still steamroll the content, but at least it's there; it's something to focus on--something to optimize and become better at.
In GW2 while questing, you will literally find yourself mashing abilities on cooldown with no concern for what any of them do. On paper, it might seem like there's tons of synergy between moves, but almost universally the reward for setting up these combos is non-existent and spamming your moves is probably 95% as effective as perfect play.
Dodging isn't super revolutionary, but I like it as a mechanic overall. It's basically a new way to avoid standing in fire, and also an essential way to drop aggro depending on the situation.
Structured PvP
It's really nice to be able to get a maxed out character 10 minutes in and play around with it to see if this is the class for you. The battlegrounds are really well done, and the class balance actually seems to be pretty damn good. As much as ANet has attempted to bolster and upsell the PvE, the reality is PvP is still their wheelhouse.
World PvP
Something is busted about it atm, but I can already see that when it's functioning properly, it's going to be a real blast. Epic battles of large armies vs other large armies, smaller skirmishes between smaller groups breaking out constantly in other places. The hype here is well-deserved; it's going to be incredible and probably worth your 60 dollars by itself.
Performance
Needs a lot of work. On systems capable of getting 40+ FPS almost everywhere in Skyrim (60 indoors), I find myself getting FPS in the teens while out in the world, and when particle effects go crazy during DEs it can drop to single digits. Interestingly enough, performance seems to be much better in structured PvP (smaller area I guess), but in structured PvP maps I seem to get 30-40 FPS regularly, which is acceptable.
I know "it's only beta!", but the same thing was said about SW:TOR and the performance issues in that game persist even to this day. I expect to be able to get 30 FPS or so in "normal" situations, with drops when things go crazy, but I'm finding that on average my FPS is in the teens or low 20's. The one saving grace is that even at 20 FPS it's surprisingly "smooth", spinning around rarely causes "catches". I would argue that a game that runs at 60 FPS a lot of the time and drops to 20 when you start turning is a lot worse than a game that runs at 30 FPS most of the time and only drops to 25 when turning. Still, this needs a lot of work; hopefully there are further optimizations to be made and driver updates which will squeeze out a few more percentage points of performance.
Aesthetics
If anything, ANet under-hyped this part of the game. The game is beautiful, and the environments are varied and immersive. The towns are huge and they really do feel alive like they are a real town that you are just visiting, whereas in other MMOs often towns feel like they were placed there just to facilitate repairs/auction houses. GW2 towns feel like you are just a traveler visiting a vibrant city that is going about its day--it's really well done. Simply put, the environments are stunning.
Hopes
This game as it exists now is probably worth 60 bucks considering there's no subscription. The PvP is really good. My hopes are that ANet decreases the effectiveness of button mashing and increases the effectiveness of skillful use of cooldowns. Make button mashing 50% as effective as perfect setups as opposed to 90% as effective. Also, the performance really needs to be improved. None of the graphics settings change the FPS I get, low settings are within 2-3 FPS of maxed settings (with shadows to low), and again this is on a system that is more than capable of playing Skyrim with tons of eye candy.
This post comes off a little bit more derisive than I meant it to be. This is a great game, and if they can squeeze some more performance out of it, it's absolutely worth your money. I feel bad about breaking the NDA, but I feel like with all the one-sided "this is what's terrible about the game" posts being made in this sub-reddit that I should at least try and offer the game a fair shake.
TL;DR: The game is beautiful, runs like shit, has some of the best PvP of any title out, and solo PvE needs to be tweaked such that skillful use of skills is actually worth doing because right now it's a mindless button mash with nothing worth paying attention to.
Long-time WoW player, Duelist three seasons (healer), realm first LK10 (healer), GM of top progression guild on our server. Also played iRO, before that.
I started without checking r/guildwars2, first, so my opinions were not influenced by community input. I wrote this up for the GW2 forums, decided to re-word it and post it here, as well.
My first few hours: Intrigued, but a little underwhelmed
Character creation was incredible. I'll give that to AN right away. They have done an amazing job with it. I spent way more time fiddling with details and colors than I was anticipating. That's always a good sign.
After making my toon, the introductory/starter area I was dropped into was a little underwhelming. You start as a generic dude with a generic backstory in a generic little village fighting off generic monsters. After that, you go back to the generic village and do some generic quests for a while, until your personal story pops back up and leads off to new adventures.
The first few quests you do are simple kill-or-fetch quests that you typically do alone. Portions of the starting experience are phased, which means you only see other players in the starting phase, which made everything feel a little bit empty. I think there were two or three other people with me during the starting experience, and once the first chain was finished, we kind of just split up and did our own thing. I suppose more sociable people may have partied up at this point, and when the game really comes out, I'm sure my friends and I will. It just never really happened. I just wandered off on my own, and occasionally ran into other people while questing.
If my only experience with GW2 was the first couple of hours I played, I would be a little bit underwhelmed. It's not that it's not a good game: it just didn't feel quite as radically different as I was expecting, and even though I haven't touched WoW in about a year, it was still hard to break a lot of habits. Not being able to re-assign hotkeys was immediately an issue for me.
At first glance, the combat system feels a little bit like whack-a-mole. You just hit everything as soon as it comes off cooldown, and eventually your target dies. I suppose this isn't any different from the early levels of WoW - I was just kind of hoping for something to amaze me right off the bat, and it took my at least a few hours to start noticing how GW2 was different/better.
The next few levels: Questing becomes fun
I forget exactly when it happened, but there was a point in time where the beauty of the dynamic questing system really started to impress me. Instead of running around doing quests by myself, I would visit a new area, and notice that there was something fun going on, and tons of other people there already doing it. The beauty of the no-party system began to shine. It was also around this time that enemies started having unique skills that made dodging an important part of combat. This felt great.
I have always enjoyed questing in WoW, but mostly for the competitive nature of it. I got realm first 85 when Cata came out, and just barely missed it for WotLK. I very rarely "stopped to smell the roses," when I leveled in WoW, and was a bit skeptical of GW2, where leveling is supposed to be one of the main events.
I admit, it has grown on me.
Being able to just run in and join the fun without pissing off everyone is a great feeling. Being graded for your contribution to the world event is also a nice touch, but I feel that it's a little bit too easy right now: even when slacking off, you're almost guaranteed to get a gold rating, which makes it a little less motivating to contribute. If I'm going to get the same rewards and recognition for doing poorly as doing really well, what incentive do I have to perform really well? The bar is too low.
Something that I think would really help is if the top contributorfor each event were given some sort of recognition to everyone else who participated. Right now, when an event ends, you get a little notification showing your rating and currency earned. If, right below that, it showed the portrait and names of the top three contributors (along with any relevant stats: apples delivered, centaurs killed, etc.), I'd be a lot more motivated to go out and start showing off. Without the threat of an opposing faction, people are going to look for something to sate their competitive spirits elsewhere. Competitive collaboration is an amazing tool in game design, and I feel like it would work beautifully for GW2's world event system.
Questing still feels very easy to me, which I'm sure is no accident on AN's fault. There is absolutely no way in the world to fail in most circumstances, even when dealing with areas significantly above your intended level. I would be okay with this if I had an alternative incentive/goal while questing, like mentioned above. As it is, it just feels very grindy. I began to suspect that maybe I was just sticking around in the same area for too long, so I decided to just focus on my personal story and see where it took me. I eventually got to the point where the recommended level was roughly double my level, and I still felt like it was all either mind-numbingly easy, or unexpectedly hard (the first time you meet the "informant" in the garden is one such occasion - I was so overwhelmed by it that I assumed it was some sort of force-fail cutscene trigger).
TL;DR: Doing normal "go-fetch" quests are nothing special, but participating in World Events is incredible. Adding a competitive aspect to World Events, by publicly recognizing the people who contribute the most to World Events would make them even more awesome.
That evening: I PvP for the first time, and I begin to see that combat is a lot deeper
It eventually dawned on me that I could do some PvP using premade 80 toons. I jumped in, and was immediately overwhelmed by the sheer volume of skills available to me, even with just the default weapon set. I very quickly realized that combat is a lot deeper than low-level questing. In retrospect, I really suppose that shouldn't have been surprising.
After a few games, I discovered that I could visit the Mists, buy new weapons, and adjust my traits. When I opened up the traits menu, I started to see how customizable every character really is. If others haven't made this clear, I'll reiterate: the amount of choice you have when building your toon is very satisfactory.
Over time, I started to get a better hang on what I could expect from the people around me, and how I should react. I'm sure I've still just barely scratched the surface, but there's a lot more than meets the eye with the combat system. It's definitely not the whack-a-mole I was used to from questing. Which is a good thing.
I can only hope that eventually, PvE becomes demanding enough to require some semblance of skilled gameplay. I'm still concerned about the whole "no raids" thing. I've always preferred PvP to PvE, personally, but I'm just not entirely sure how GW2 plans to fill that gap, for the times when I just don't feel like PvPing.
So wie ich das jetzt verstanden habe bisher, ist es wohl so das viele "Quests" so aufgebaut sind das man einfach über die Karte läuft und aufeinmal wird einem ein Attack oder so angezeigt und da werden dann alle Spieler in der Region hingelotst und so entsteht praktisch sowas wie ständige Dynamische Partys.
Das trifft es glaube ich ganz gut ;-)If you take a closer look at those posts claiming the combat system is just button mashing, those are the same guys who complain that some bosses are unbeatable. Well, guess why?
So gibt es beispielsweise immer wieder Karawanen an Stadtausgängen die nach Eskorten Fragen, oder was ich noch interessanter fand, in einer Waldschänke unterhielt sich ein Paar über die Jagd auf einen großen Eber, einmal angequatscht (ohne jegliche Markierung wohlgemerkt, ich habs nur Probiert weil ich neugierig war ob sich mehr über das Vieh erfahren lässt) luden Sie mich ein Ihnen zu helfen.
Schnell Ja ausgewählt und Ihnen ohne jeglichen Quest durch den halben Wald gefolgt spawnte nach einem kurzen Dialog der beiden besagter Eber (ca. Hausgroß) und jetzt erst kam die Meldung Global Event gestartet.
Das interessante ist das nun auch alle anderen Teilnehmen konnten (selbes gilt für Karawanen).