Yearly Archives: 2012

The Secret World: The End of Days

The End Of Days Is Coming!

By Jonathan Doyle (Ardua), OnRPG War Correspondent

 


 

The End of time as we know it approaches. There have been signs, there have been warnings. Some of you have scoffed at the idea, others of you believe. Soon we will all be believers, soon we will all know the truth of the Mayan Long Count and the end of days.

 

Mankind has been warned. On December 21st there will be a cataclysmic event that marks the end of time as we know it. It is time to prepare.

 

Leading up to this world-changing event is a brand new alternate reality game (ARG) set in and around The Secret World universe, which will allow you to better prepare for what is to come. If you have never participated in an ARG event before, this is your perfect chance.

 

And quite possibly our last.

 

This might be your one chance to save yourself from this inevitable cosmic event, and we encourage you to pre-register to take part in the ARG. Pre-registration is free and available on www.thesecretworld.com/arg/ . The ARG will start in a few days and having always followed them before and seen how strong the community is, you do not want to miss this opportunity.

 

According to Funcom you do not need to be an active The Secret World player to take part. Exclusive prizes will be offered to all those who participate and that you will be able to enjoy these before everything comes to one last, screeching halt on December 21st.

 

You do not have to play The Secret World to participate in the ARG, but if you do, you can look forward to some very special rewards:

An exclusive Monk outfit will be rewarded to any participant which can be worn in-game once the ARG has started

Experience potions that will allow you to progress faster in the game

Special items when Issue #6 launches, including an unique end of days survival outfit and other powerful items

Invitation to an online end of days celebration event with members of the TSW development team

 

 

So get your clue cracking hats on. Prepare for the end times. Dark Days are almost here, and may God have mercy on us all.

Shotgun News 12/3: Aion, EVE, and Eudemons

Shotgun News 12/3 Aion, EVE, and Eudemons

By Shannon Doyle (Leliah), OnRPG Journalist

 

Aion Raises Level Cap in Update 4.0

Aion has announced that along with a new pvp zone, and new classes 4.0 will raise the level cap from 60 to 65. With the rise in the level cap will come a variety of new skills. This includes an all new type of skills, Charged Skills. These skills will get more powerful the longer you let them charge. But that comes with a disadvantage, the longer the skill charges the longer it takes to cast.

EVE Selected for Museum of Modern Art Collection

The Museum of Modern Art in New York has selected EVE to represent the MMO industry in a new permanent collection. Games selected come from across the years and across the genres but EVE is the only MMO so far to be selected. An installation of the games selected will be opened in March 2013.

Eudemons Introduces Necromancer Class

A Necromancer class will be coming to Eudemons with the latest expansion, “Cult of the Shadowed Sun”. Necromancers will be able to switch between Necro Status and Wizard status. Something completely new to Eudemons. The release of the expansion is scheduled for December 28. Watch the video below for a look at Necromancers.

 

MEAD: Rift Dimensions Wishlist

MEAD: Rift Storm Legion Dimensions Wishlist

By: Shannon Doyle (Leliah), OnRPG Journalist

 

I’m going to admit it now, I haven’t been playing any of the content in Storm Legion. Every time I log in my urge is to go straight for my dimension and get to work. And so that’s what I’ve been doing. Except, today I went on a little tour. I wanted to see what other people had made. I was completely blown away! And it has me basically swearing I’m going to tear down all my hard work so far and start over. As I’ve been working and as I’ve been making my tours I’ve noticed a few things that really should be in dimensions make them even more amazing than they already are.

More Building Materials

This I say more for desert dwellers than anyone, we need clay. I love the things people have been creating, but at times it feels like the creations clash with the rest of the zone. Is that really a bad thing? No, I suppose not. But with so many premade structures in so many of the dimensions it seems like there really should be more building materals so you can continue your building without it looking like a redneck extension you did yourself last week with your Pa and Billy Bob down the street.

On the other hand though the materials we’re given are fantastic. Like so many others on Faeblight I’ve gone with The Stone Flask Tavern. I’ve put in a second floor, again like many people I’ve seen. I’ve had some trouble with fine controls when it comes to placing them or rotating so in some cases I get small gaps between boards. This, to me makes it feel more like it was something my character built with her husband themselves. And that’s how we’ve been roleplaying it too. We haven’t hired someone to do the work for us. We’ve built it ourselves, and we aren’t carpenters. We’re Ascended!

Mounts/Pets

My desire to have mounts and pets in dimensions comes purely from a roleplay point of view. We enter our dimension. We’re not just going to leave our mounts or pets back in proper Telara. So what I’m proposing is a small collection of the mounts and pets that you can buy to put in your dimensions and maybe give a small path they can walk around in without you being on it or near it. This to me would give my dimension something that it really lacks.

However, I can only imagine how time consuming and difficult such a task would be for Trion to undertake. Sure, the art is there but this is creating an all new system. So am I ever expecting to see it? No. This is just wishful thinking on my part.

Couches

The number one thing I see being made by players are couches. Personally I’m of two minds on this. On the one hand the couch seems like such a modern invention so its not something I’d really be sure fits. However, I have been told by my husband that there are couches already in the game. If this is true, well then sure, by all means couch us! On the other hand we need something like couches to accommodate the somewhat awkward sit poses. Chairs don’t really work for any woman as her legs end up floating. But, there are always benches.

At the same time though, I love seeing ingenuity. I’ve seen people crafting couches out of what other people use for fences. White sacks become cushions. This sort of thing brings me back to the days of base editing in City of Heroes. Though if anyone makes a giant robot in a dimension I will divorce my husband just so I can marry you then and there. <3

Color Customization

One way to get around having to make a new material type for every type of thing imaginable would be to allow some color customization to items. Of course then we would end up with things like hot pink trees or something like that. But sure, if that’s what people want who am I to deny them that.

But, I know this is far more of a stretch than getting new materials or other much easier to construct so I won’t be holding my breath. Maybe the ability to change the color of lighting instead?

Dimensional Sizing

Stairs. Oh the tricky little pains that they are. There are basically three options in dimensions. 1. Use the stone stairs they offer. 2. Use other materials to make ramps or 3. Make your own stairs. The third option, I’ve not seen done well yet. Ok, yes I saw one that looked fantastic using the tops of drawers as the stairs but it wasn’t a smooth walking experience. To me that kills that option there. Number 2, while what I’m doing now…it doesn’t feel permanent. While for some that works, it isn’t exactly what I’m looking for. So that leaves me the first option. There are some lovely stone stairs which would work perfectly if I could do one thing. Change the height of the stairs without changing the width. As it stands now if I made the stairs big enough to reach the second floor they’d stretch the length of the room.

Do I think this might be possible? Absolutely! It could have so many uses. But, it would have to be only usable on certain items. Imagine if you could make a torch that’s fat, it would look a bit silly. Or possibly epic.

Water

Maybe this is my inner Sims fan, but I would love to be able to create water. I saw what would have been an awesome hot tub. Except that it had no water! Or it could be used to expand existing water. Tons of possibilities there.

Huge task? You betcha! Might it be worth it anyway? I think so.

Cloth

Yes, there are some cloth options. Not many though. I’m talking about tapestries, curtains, things to make our homes a little more homey. Maybe this could go back to color customization as well. Give us more options for what we already have. Or yet again thinking back to City of Heroes allow us to be able to change out certain symbols to put on the various cloth items.

Is this something we might see? Most likely.

Don’t get me wrong, dimensions are beautiful and fantastic and consuming my life. To me these are all minor quality of life issues that would just take dimensions from fantastic to perfection. The pictures I’ve featured throughout today’s entry come from a couple of dimensions I came across during my exploration. I hope you enjoyed them and maybe even found them inspiring.

But I’m wondering, what sorts of things would you like to see in dimensions? If you could add any feature/item what would it be? Answer in the comments below!

Greed Monger Interview – Bringing Out the Worst in Us (In a Good Way)

Greed Monger Interview – Bringing Out the Worst in Us (In a Good Way)

Questions by Jordan Hall (ApocaRUFF), OnRPG Journalist

Answers by Jason Appleton, Lead Designer and Executive Producer of Greed Monger

 

 

 

Hey everyone! I am ApocaRUFF and today I will be discussing Greed Monger, an up-and-coming sandbox MMO, with one of the developers of the project. Since I first heard of Greed Monger a few days ago, I was extremely hyped. It hopes to provide players with an unprecedented amount of freedom. I can safely say this is quite the ambitious project.

 

 

For me, sandbox MMOs are my heaven. I love a game that offers me a lot of options in all areas. I do not like linear gameplay at all. Recently, most games in the MMO market have been slowly moving towards more freedom and less restriction. Unfortunately, very few games offer the amount of freedom that a true sandbox does. This is why I feel that Greed Monger will be a great addition to the genre and the gaming community in general.

 

 

Hello! Thank you for agreeing to this interview. Personally, I am very excited about Greed Monger so I am grateful for the opportunity. Could you tell us a bit about yourself and what role you play in this project?

My name is Jason Appleton and I am the Lead Designer and Executive Producer of Greed Monger.

 

 

 

What made you want to break into the MMO industry and what do you think you can bring to it?

 

I have been a gamer since my first SX64 (Commore’s version of a portable computer), which was purchased on a payment plan by my mother from a yard sale. Maniac Mansion, Rambo First Blood, etc, I couldn’t get enough. Then, when Ultima Online came out I just couldn’t believe it. It was magic for me. All of the other players running around together, the skills, the bartering. Nothing to this day has come close to capturing the essence I so much enjoyed of Ultima Online. I still check it out from time to time just for the sake of nostalgia.

 

I look at MMORPG’s of today like modern movies compared to old movies. Big budget crap with no soul. How companies can squander tens of millions on something so lack lackluster today is absolutely beyond me. Give me 20% of the budget of half of these games and I’ll show you innovation never seen before. But these companies no longer care about real innovation. Just like in the music business which I was in for several years, big companies don’t want to risk big budgets on anything unproven and it’s always up to the indies to innovate and the majors to adopt once proven successful. I plan to bring something unique to the market that people like myself have been craving for decades but nobody would try.

 

 

I can’t help but notice that your team is quite small and each member plays more than one role. Will you have to expand your team to reach your goals or do you feel that you can achieve them with your current team?

Yes, I am already in discussions with several other potential team members. I’m not just looking for people that will do a job for a check and be done. One thing I learned early on in business is that, to be successful you have to surround yourself with people smarter than you and then funnel your passion through them to achieve great things. That’s what I’m looking for. People who are as passionate about the concept of this game as they are their next check. Innovators, thinkers, people who have a world of ideas stirring in them that they have yet to be able to express or bring to fruition. I want Greed Monger to be a hot bed of new ideas that people have yet to see. That takes some time to find, but so far I think things are shaping up well. Within a couple of weeks I expect to have a much fuller team ready to tear into Greed Monger.

 

 

I really love the freedom you want to have in the game and how much players will be able to do. Unfortunately, in games that offer similar features to yours, things can become a bit repetitive. How will you keep the game interesting and stop it from becoming a chore to play?

Oh boy, lots of ways. I can’t possibly cover everything we have planned right now but let’s just say forums will be blazing with “what happened last night” posts.

 

 

One of the features advertised on the website is developer-controlled monsters. How will you make sure that these developer-controlled fights are fair to players and keep people from rage quitting if they end up dying from a developer-controlled attack?

People will die, and they will raise up to fight again more organized. As with any Raid style mob in a game there will be some trial and error involved in even being competitive with the Gods…many of these experiences will be impromptu and unplanned amongst the players we spawn on, which will be taken into account when they happen, but they of course won’t be a walk in the park for anyone.

 

 

You have mentioned that it might be possible for players to create their own gods and submit them to become one of the Developer-controlled gods. How will players be able to do this and what requirements would need to be filled? How much of a role will gods play in the lives of the players?

Due to the fact that Greed Monger will literally start with nothing but nature, there is no lore to speak of, yet. The players and guilds who form together will be the ones who create the lore in the game based on their submissions of stories of their experiences in the game. We have lore and story in a lock box that won’t be revealed to players until they have established themselves as a society. For now, they aren’t worth the attention of the Gods as they are mere ants collecting leaf fragments. Think about it this way, we on Earth have our history as it’s been written over centuries. If alien beings came down from the clouds tomorrow we would soon find out the truth behind why we are here and suddenly light will be shed on all of the darkness we currently believe as fact. Expect something similar in the future of Greed Monger.

 

 

While watching your Quick Landscape Demo video, I wondered how players will interact with the game world. Will it be point-and-click or some other method?

The same way you would interact with the world in Everquest, WOW etc. I guess I don’t understand what you mean.

 

 

[page]

As a crafting-focused sandbox, I am sure there will be some form of resource gathering. How will players gather resources (will it be a dynamic or static system) and what sorts of resources will they be able get?

Resources will be gathered from everything in the world and will be a combination of dynamic and static. When you kill an animal for instance, it may drop useable bone with which to craft an item or weapon, or it may drop something rare and useful for a mage like a still beating heart. There will be static resource nodes scattered throughout but that won’t guarantee you anything. Greed Monger will be a darker and harder game than something like Guild Wars 2. It won’t be candy coated to appeal to the mass market.

 

 

How many recipes do you estimate the game will have at launch and will there be any room for creativity when it comes to crafting?

Oh my God, if I have my way about it, a thousand plus. But realistically, I don’t yet know. Our goal is to get the basic system and recipes/plans established that players will need to get going in the world but ultimately, I do have plans for experimental crafting in the future. I have some ideas that I’d really like to implement but I’m honestly not yet sure how possible it will be.

 

 

One of the planned skills is Treasure Hunter. What kind of neat things can players find with this skill and how will it benefit them?

Oh we are going to make this fun…all I’m saying for now.

 

 

Speaking of skills, what are some of the other skills you want to give players and could you give us some examples as to what players will be able to do with them?

This is a difficult question because there are things about the game I have yet to discuss anywhere yet and I don’t want to release it in detail yet. All I will say here is, the game will progress in Ages based on population and economic growth. Skills that are useful to you today could become obsolete in the “future”.

 

 

I am a big fan of magic in games and I know that your game will include it from looking at your website. What can we look forward to doing with magic?

 

Our magic system won’t be broken down into Archetypes or Class Titles. Magic is magic. What you decide to use the most will make up who you are. If we had 60 magic skills available, you would still only be able to use a small number at any given time. I have always played magic users in games and I know one thing I’ve always wanted was to be a truly evil magic user. I plan on making that possible. In Greed Monger, if you are an evil mage, I almost want what you have to do to become evil, creep you out or make you ponder whether you really want to be evil. The opposite is true for good magic users. It may be all crimson and clovers for them but the question you have to ask yourself is, what are you willing to give up for more power? Everything in Greed Monger comes at a price.

 

 

One of my favorite parts of any MMO is player-versus-player combat. What role will this play in your game, and how will you make it fun? I am also interested in knowing if the game will be full-loot or if you will keep everything on you when you die?

Player Vs. Player will be restricted to select zones. Zones that happen to be home to a higher percentage of rare monsters and harvestables. Full loot in these zones and competition will be fierce.

 

 

One of the big features about the game is the ability to buy land. This makes me wonder just how big the world will be. Could you tell us about the planned size of the game world and how you plan to keep the place from feeling crowded?

Due to the nature of the land ownership system, land values will go up and down based on land available. We honestly don’t know yet exactly how large to make each climate but are constantly monitoring interest in the game to gauge it. When I say climate, I’m referring to a land mass in a particular weather or climate condition such as Green Grasslands, Sandy Desert, Rocky mountainous etc. These land masses will be very large to say the least regardless, but the question is, how many various Climates we will launch with.

 

 

Thank you for answering my questions. I have a lot more to ask, and I am sure others do to, but I will save those for another day. Is there anything you would say to our readers? And perhaps you could share an estimate on when alpha or beta testing will begin?

Thank you so much for your support with Greed Monger. The best thing an independent effort like Greed Monger can hope for is for people who like what we are doing to spread the word. The community is truly what is going to make this game the best it can be. We are providing the vehicle, but it’s up to the playerbase to provide the gas. I am hoping we can get at least an alpha phase ready within 3-4 months of the Kickstarter Phase 1 Conclusion.

 

 

Thank you for answering our questions. I look forward to the future of Greed Monger, as I am sure others do too.

 

 

Greed Monger Online

Greed Monger is a crafting focused, free to play MMORPG where every finished item in the world is crafted by a player. Monsters dont drop swords, gold pieces or armor, but when harvested after a kill, they will drop materials used in crafting items, weapons, armor and the like.

 

 

Features:

Open World Sandbox Elements: Open PK in certain areas, non-instanced housing, experimental crafting, and more will take this MMORPG into levels of freedom we haven’t seen in AAA titles for quite some time.

 

Dev-Controlled Monsters: AI not cutting it for you? Try your hand against the indie devs themselves as they launch dynamic assaults on player build towns.

 

Dynamic Skill Acquisition: No man can know all things. In Greed Monger your actions have consequences and certain skills may be unlocked based on your behavior.

 

No Lore: Why be hand fed your lore when you can be responsible to build your own? The tales told by players will actively build into the lore of Greed Monger!

AlphaBeta Soup 11/30: FireFall, Arctic Combat, Legend of Edda, and Much More!

 

It’s been another busy week for betas. We have beta keys for FireFall, Arctic Combat and Legend of Edda: Vengeance. The big news was that Soul Captor was shutting down as Gamania pulls out of the North American and UK markets. The Kartuga Alpha took place at InnoGames’ German headquarters. Legend of Edda: Vengeance entered closed beta. While ArcheAge announced they would enter beta in May 2013, in China. Finally this weekend marks the first of two stress test weekends for FireFall. You can find all this and much more below.

As ever any new additions are highlighted below in orange.

 

 

OnRPG Giveaways

These are all the beta giveaways currently running on OnRPG. There’s no guarantee that we won’t run out so grab them quick.

Absolute Force Online Closed Beta Key Giveaway
City of Steam Closed Beta Giveaway
Arctic Combat Open Beta Early Access Keys
Legend of Edda: Vengeance Closed Beta Keys
FireFall Stress Test Weekends Beta Keys

 

 

Dates Announced:

Below are the MMOs who have announced upcoming beta events that haven’t started yet.
Hawken: Closed Beta November 20-December 6
Grimlands: Closed beta event 2 November 30-December 5
FireFall Stress Test Weekend Beta November 30-December 2, December 7-9
WorldAlpha: Closed Beta December 6-9, 20-23
Arctic Combat: Open Beta December 6
Path of Exile: Open Beta December
ArcheAge: Chinese Beta starting May 2013
Age of Wulin: EU Closed Beta 2013

 

 

Alpha:

These games are currently in Alpha. Signups are available via the link.

Dragon Nest EU November 23-December 2
Final Fantasy XIV A Realm Reborn
The Repopulation
Xulu

 

 

Closed Beta:

MMOs which are in closed beta require application and often require approval before access can be gained.

Absolute Force Online
Age of Wulin(EU, Asia) EU in Early 2013
Age of Wushu(US) Ends November 25, Round 2 Begins December 20th
Ascension: Arenas of War
Black Prophecy Tactics: Nexus Conflict
Born To Fire
Bounty Hounds Online
Chrono Tales Closed Beta Coming Soon, Registration Going On Now
City of Steam November 30-December 4, December 14-18, December 23-28
DK Online
Dust 514
Hawken November 20-December 6, Open Beta December 12
Firefall
Forge
Grimlands
GUNS and ROBOTS
JollyGrim
Legend of Edda: Vengeance
Marvel Heroes
Patterns
Pirate101
Salem
SMITE
Strategoria
Transformers Universe Now accepting applications.
UFO Online
The War Z
World of Warplanes

 

 

Open Beta:

Games in open beta require an application but often it is little more than signing up for an account.

Cyber Monster
End of Nations Open Beta delayed until further notice, refunds have been issued.
MechWarrior Online
Oversoul
SmashMuck Champions
S.T.A.L.K.E.R. Online (Russian)
Universal Monsters Online

 

 

Expansions:

These are the beta events for games which are already live. These are for new content which is going to be added to the game at a later date. Access is limited to the current playerbase and often requires special permissions to take part.

Lord of the Rings Online Mac

DeNA and Square Enix Partner to bring Final Fantasy Airborne Brigade to North America

DeNA and Square Enix Partner to bring Final Fantasy Airborne Brigade to North America

 

 

Following the game’s success in Japan, DeNA Co., Ltd. (TSE: 2432) and Square Enix Co., Ltd. announced today that the two companies are bringing FINAL FANTASY® AIRBORNE BRIGADE to mobile phone users in North America. This is the first FINAL FANTASY free-to-play social game to be released in English.

 

 

FINAL FANTASY AIRBORNE BRIGADE is an easy-to-play social game where players cooperate and adventure through a world inspired by the popular FINAL FANTASY series. Each player rides an airship, and forms groups called airborne brigades in order to fight powerful bosses. Each player gains experience, and levels up by adventuring through quest regions. They will encounter foes and obtain abilities and items straight from the FINAL FANTASY series.

 

 

“We’re very proud to offer FINAL FANTASY fans based in North America our own take on the themes and ideals of the series with the upcoming launch of the mobile game FINAL FANTASY AIRBORNE BRIGADE,” said Kenji Kobayashi, executive games director at DeNA. “In celebration of the franchise’s 25th anniversary this year, we strived to create a unique gameplay experience where players can elevate each other through fun, cooperative play.”

 

 

The game appeals to FINAL FANTASY fans as well as players new to the franchise. FINAL FANTASY AIRBORNE BRIGADE will be available soon as a free download on Android and iOS devices.

 

 

Players can pre-register for the game and be alerted via email as soon as the game is available for free download. Pre-registered players can obtain a free three-month exclusive in-game card featuring Cloud, one of the most popular FINAL FANTASY characters of all time, which will help them during boss battles. Also as an exclusive for OnRPG readers if you input code FFABRPG you can unlock a Lightning Summon Stone to bring the fearsome combination of Cloud and Lightning to your boss battles!

Final Fantasy AirBorne Brigade

Final Fantasy Airborne Brigade is an easy-to-play social game where players cooperate and adventure through a world inspired by the popular Final Fantasy series. Each player rides an airship, and forms groups called airborne brigades in order to fight powerful bosses. Each player gains experience, and levels up by adventuring through quest regions. They will encounter foes and obtain abilities and items straight from the Final Fantasy series.

Tyrian Times – Is Guild Wars 2 Dying?

Tyrian Times – Is Guild Wars 2 Dying?

 By Meredith Watson, OnRPG Tyrian Reporter

 

 

Just like Chicken Little declaring the sky is falling, some gamers are claiming Guild Wars 2 is dying.  Granted, the game is now out of its honeymoon phase but hardly does this mean a death is imminent. Events while levelling aren’t as populated as they were a couple months ago but I’ve yet to do one alone. Also, judging by the numbers of people that turned up for the first night of the Lost Shores event I would say that Guild Wars 2 is anything but dead.  Where the confusion comes in is in the fact that Guild Wars 2 isn’t necessarily a game that can be played like other MMOs.  For starters, it is just too new and lacks the depth of older games. That will all come in time. It seems most just pop in and out of Guild Wars 2 while playing their “main” game. As with Chicken Little, the proclamation that the game is dying is nothing more than fear mongering after a bad couple weeks.

 

 

Fear mongering aside, quite a lot of players are frustrated right now.  Whether that is due to the Lost Shores Event or the overall game experience so far is questionable.

 

 

While the game certainly isn’t on its death bed, it does need certain features implemented. In particular, a looking for group/dungeon tool would not go amiss. With the Fractal of Mists and given the way they scale, general chat is almost exclusively requests for specific level fractals.  Already Fractals of the Mist, while popular, are splitting the community in terms of finding other players of a similar FotM level for grouping.  However, it seems ArenaNet does not have any plans:

There are currently no plans to implement a dungeon finder. If you are having trouble finding groups for dungeons, you can use our LFG system. Open up your contacts menu in-game, and there should be an option in there for grouping. That way it’s not just people standing out in front of dungeons shouting LFG until someone invites them. This system does not stretch across servers, or to other maps. -ArenaNet

 

 

The current LFG system is nothing more than flagging yourself as looking for a group, which certainly isn’t very effective or as one forum poster puts it “you don’t launch an MMO in 2012 without a LFG system. Especially when you know it is going to be expected.”

 

 

The economy appears to be in a state of flux with prices for items like unidentified dyes sky rocketing. The November 5th update was simply, “On November 1, we introduced a change that unintentionally increased the drop rate of Unidentified Dye. Today’s game update corrects the drop rate for Unidentified Dye.” Players are now saying dyes are dropping at the most once a week.  When the game was first released the unidentified dye drop rate was quite good.  Again, this is problematic because dyes are not account bound which is something players have been asking for. Is this game changing? Of course not, but for some it is part of the fun factor. The gold to gem ratio is quite high and has been for a while.  Theories for this range from too many people have left the game to there isn’t a large gold sink to waste gold on. Whatever the reason, it has more than a few players annoyed.

 

 

Another thing that may leave a bad taste in the some gamers’ mouths is the lack of a traditional end game (this is when they pop over to their main game).  ArenaNet has stated “we designed the game to avoid a common problem in many MMOs: grinding through chunks of boring, repetitive content to get to the occasional pockets of fun”.  This sounds great but with high level zones either bugged or for some, very difficult, it doesn’t inspire much confidence in ArenaNet’s idea of fun. And this leads us back to Fractals of the Mists as the thing to do at level 80 for PvE, which as stated previously needs a LFG/dungeon finder tool.

 

 

Guild Wars 2 certainly isn’t dying.  Is it tapering off after a much hyped release? Why, yes. Of course. It is disheartening that ArenaNet does not have plans to do a LFG/dungeon tool but hopefully they can make other changes that will keep the playerbase happy.  As long as we show up for their event releases and buy their expansions, ArenaNet may or may not give us what we want.