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Guild Wars 2 [پست اول حتما خوانده شود]
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<blockquote data-quote="Dante May Cry" data-source="post: 2008152" data-attributes="member: 20934"><p><strong>دوستان این هم یک لیست کامل و عالی از برتری های Guild Wars 2 نسبت به دیگر بازی های هم سبک از جمله WoW از نظر یکی از اعضا فروم این بازی که خیلی هم در بازی های MMORPG تجربه بالایی داره : ( کم کم به فارسی معنی می کنم از الان )</strong></p><p></p><p>[SPOILER=]</p><p>I've decided to write in detail my reasons for being excited about Guild Wars 2, because I think it looks absolutely amazing and I want to express my thoughts on it. Maybe this will help to stir up even more enthusiasm for what I hope will be an incredibly successful game.</p><p></p><p>I played the original Guild Wars since its release in 2005, consistently for maybe a year, and then on-and-off since then. I'm currently trying SWTOR, and recently stopped playing World of Warcraft after spending a <em>lot</em> of time in it. I've also played Warhammer Online, Age of Conan, Rift and Allods Online, so I'd say I have a decent amount of experience with MMOs.</p><p></p><p>So, here goes...</p><p></p><p>Since World of Wacraft was released, many MMOs have come along and struggled (a.k.a failed) to live up to its standards. For example, Warhammer Online seemed incredibly promising but turned out to be (in my view) unpolished, clunky, and generally lacking in many areas. This has led to players becoming increasingly sceptical about new MMOs coming out, and rightly so. Guild Wars 2 has been generating a lot of interest in spite of this, perhaps due to the large amounts of impressive gameplay footage and information that has been released.</p><p></p><p>There are a lot of things that really make Guild Wars 2 stand out to me, and here I will explain each of them roughly in order of importance:</p><p></p><p></p><ul> <li data-xf-list-type="ul">Dynamic Events </li> <li data-xf-list-type="ul">Engaging & Highly Polished Combat </li> <li data-xf-list-type="ul">Scaling Content & Sidekicking </li> <li data-xf-list-type="ul">WvWvW and Hot-Joinable PvP </li> <li data-xf-list-type="ul">No Tank/Healer/DPS Distinction </li> <li data-xf-list-type="ul">Highly Customisable Character Appearance </li> <li data-xf-list-type="ul">No Levelling Curve </li> <li data-xf-list-type="ul">De-facto Partying </li> <li data-xf-list-type="ul">Two-way Action House </li> <li data-xf-list-type="ul">No Monthly Fee</li> </ul><p><strong>Dynamic Events</strong></p><p></p><p>This is perhaps the most obvious way in which Guild Wars 2 is different from every MMO that has preceded it and—as ArenaNet have made very clear—is one of the major selling points of the game.</p><p></p><p>Quests have always been a staple of the genre and have overwhelmingly adhered to the following pattern: You speak to an NPC who tells you to 'kill X amount of Y' or 'collect X amount of Z', you go and do it, then you return to the NPC for a reward. Guild Wars 2 does away with this system entirely and replaces it with dynamic events.</p><p></p><p>Dynamic events are pretty much what they sound like; events which happen all over the world at different times, and which branch out into new events when certain conditions are (or are not) met. Anybody can participate in an event, and will be rewarded in proportion to their level of contribution.</p><p></p><p>A similar system was implemented by Warhammer Online in the form of public quests, however they felt more like an optional feature that could be done alongside normal quests which remained the primary way to level. They were also generally quite short, and isolated (that is, they didn't have any lasting effects once completed and they simply reset). Conversely, dynamic events in Guild Wars 2 branch out and trigger other events to create a dynamic event chain, and are much longer in terms of both the events themselves, and the effects of completing (or failing to complete) the events.</p><p></p><p>Perhaps the most problematic issue with public quests in WAR however, was that people outlevelled them and left them empty, which initially prevented lower level players from being able to participate in them at all (as there was a prohibitive minimum number of players required), and later left them feeling private rather than public once they reduced (or in many cases removed) the minimum player requirement. Guild Wars 2 solves this problem with scaling content (discussed later).</p><p></p><p>All in all, I'm extremely glad to see quests replaced by something more dynamic and free-flowing. Questing gets extremely boring and repetitve, and rarely (if ever) encourages group play due to many of the quests involving collecting items - making it take twice as long with two players, three times as long with three players, and so on.</p><p></p><p><strong>Engaging & Highly Polished Combat</strong></p><p></p><p>This is a deal-breaker for me (the lack of which was the primary reason for my disappointment with Warhammer Online). As well as the actual combat mechanics, the responsiveness and technical sophistication of the combat, and the quality and fluidity of the animations, are very important to me.</p><p></p><p>From what we've seen, combat will incorporate player-controlled dodging and blocking, will make extensive use of positioning and movement, and will not feature an auto-attack. These factors will make combat much more engaging and tactical than in any previous MMOs, but without requiring the precise twitch reactions of FPS games (which many would argue don't belong in this type of game anyway).</p><p></p><p>Another important consideration is the addition of skills which can be used in conjunction with those used by other players; for example the elementalist can lay down a wall of fire which can be shot through by ranged classes to add fire damage to the projectiles. Although it probably won't be a decisive factor in combat, it's certainly a welcome addition which will make combat more cooperative, varied and ultimately, fun.</p><p></p><p>Various other mechanics, such as in-combat weapon switching, being able to use most abilities while moving, and the sheer amount of variety that exists when taking into account how your skill bar is populated based on the weapons your using, are sure to make the combat a thoroughly enjoyable experience.</p><p></p><p>Unfortunately I haven't played a demo of the game myself, but feedback from people who have suggests that the combat looks and feels amazing, with smooth animation transitions and a perfect amount of delay between using skills. We'll only know for sure when it's released, but based on what we've seen so far, the combat system appears to be excellent.</p><p></p><p><strong>Scaling Content & Sidekicking</strong></p><p></p><p>A major gripe that I've had with other MMOs is that so much time and effort goes into developing zones, dungeons and the encounters that populate them, only for them become obsolete and unused when you either (A) out-level the content—at which point there's little to no reason to return to lower level areas since there's no challenge or reward for doing so—or (B) when new content is released—for example in WoW, you might not have completed a particular raid tier, but as soon as the next tier is released, you're ushered to forget about the bosses you didn't manage to beat and skip to the new tier by being given the previous tier's gear/rewards in some other (usually far easier) way.</p><p></p><p>In Guild Wars 2, firstly the content scales in accordance with the number of players participating, and secondly players are sidekicked down to a suitable level if they enter zones for which they are too high level. There's also the option to be side-kicked up by a higher level friend so you can play with them at their level.</p><p></p><p>As well as ensuring that content never becomes obsolete as a result of the game's design (although you can still obviously play part of the game thoroughly enough to become bored of it), it means that friends and guildmates can always play together, anywhere, without having to level up a new character. This continues to be a major issue in other MMOs, for example in WoW I had to have 3 alt characters at one point just so I could play with my friends who were all at different levels. Of course, some people enjoy making alts, it's just great to not be forced into doing so.</p><p></p><p>Allowing people to play together so easily and flexibly is a really fantastic step forward for an MMO, and in general will facilitate and encourage playing as a group - which is really what MMOs are supposed to be about.</p><p></p><p><strong>WvWvW & Hot-Joinable PvP</strong></p><p></p><p>As someone who generally prefers PvP over PvE thanks to its offer of greater challenge and replayability, I'm very interested in the PvP systems in GW2.</p><p></p><p>WvWvW PvP sounds very promising. It is essentially Guild Wars 2's solution to the problems posed by the 2-faction model used by most other MMOs, which can easily (and often does) result in significant imbalance due to a lack of control over how many people join each faction on a given server.</p><p></p><p>In Guild Wars 2, three whole servers will be matched up against each other according to their rating and population. The three servers will fight in a huge warzone called "The Mists", where dozens or even hundreds of players will fight for control of resources or strategic locations. It sounds like a lot of fun, my only worry being that it will be laggy when too many players are in one small area. This was another problem Warhammer Online had; keep sieges often had the framerate of a powerpoint presentation.</p><p></p><p>Basically it's what Wintergrasp and Tol Barad should have been in WoW. Whereas in WoW the battles are over in a few minutes, and the rewards gained from controlling the zones are limited and insignificant to most players, the battles in GW2 will last two weeks before different combinations of realms are pitted against each other, and offer rewards comparable to those offered by PvE content. Beyond all that, it just sounds like a LOT of fun, what with the mention of battling over fortresses and supply lines etc.</p><p></p><p>The second type of PvP found in Guild Wars 2 involves the more familiar, smaller scale battles, akin to battlegrounds in World of Wacraft. This type of PvP exists in both a hot-joinable form, where you can join games in progress as if you were joining a TF2 or CounterStrike server, and also a competitive form, where pre-made teams battle each other to increase their ranking or progress in tournaments.</p><p></p><p>Overall, it sounds like PvP in Guild Wars 2 will be a lot of fun, and perhaps only lacks true world PvP where you can just attack players that are wandering around or participating in dynamic events. Many perceive this a good thing though, as it prevents ganking whilst the feel (and true purpose) of open world PvP can still be found in WvWvW.</p><p></p><p><strong>No Tank/Healer/DPS Distinction</strong></p><p></p><p>There's already a <a href="http://www.youtube.com/watch?v=Y4VKhrCDWfg">very good video</a> detailing why the absence of the so-called 'holy trinity' is a good thing.</p><p></p><p>In short it will get rid of the dependence on having particular classes in a group, and also allow much more creativity and versatility in terms of both group composition and gameplay. It also gives you much more freedom with regards to choosing your class, as you can fulfil any of the roles (damage, control or support) with any of the classes.</p><p></p><p><strong>Highly Customisable Character Appearance</strong></p><p></p><p>Although not fundamentally affecting how the game plays, something which irritated me in other MMOs was the inability to really control the appearance of your character and equipment, where you are forced to wear particular pieces of armour or use particular weapons due to statistical superiority, regardless of (usually in spite of) what the items look like.</p><p></p><p>Guild Wars 2 allows you to apply the appearance of any weapon or piece of armour that you possess, to any other of the same type. This allows you to have the best of both worlds. World of Wacraft recently implemented this feature after years of people asking for it, likely in anticipation of competition from Guild Wars 2.</p><p></p><p>In addition to the above is the dye system—which has even greater depth than the original Guild Wars dye system—allowing you to choose from an enormous range of colours and apply them to different areas of each piece of gear you have.</p><p></p><p>The huge amount of customisation options means that each character will be able to look unique and reflect the aesthetic tastes of the player. As someone who finds great value in being able to set yourself apart from the crowd (and as someone who is obsessed with the colour purple), Guild Wars 2 looks like it'll cater to me perfectly.</p><p></p><p><strong>No Levelling Curve</strong></p><p></p><p>There's no reason why higher levels should take longer to gain than lower levels; it makes progression seem to grind to a halt which sucks a lot of the fun out of an MMO, which at its core is a genre about progressing your character. In Guild Wars 2, every level from 1 to 80 should take roughly the same amount of time to gain.</p><p></p><p>It's unclear exactly how important levelling is to the game—in the original levels were nigh-on meaningless as you reached maximum level very quickly—but it's quite obvious that levelling is less important in Guild Wars 2 relative to most other MMOs. The game will likely place more of an emphasis on developing your character in other ways—through finding new weapons and skills, unlocking traits, obtaining rare armour sets, and completing achievements.</p><p></p><p><strong>De-facto Partying</strong></p><p></p><p>In Guild Wars 2, everyone is effectively in one giant party, although we'll probably have to make a "real" party to enter instances as a group.</p><p></p><p>The most significant benefit of de-facto partying is the elimination of kill-stealing, which relates to my point about rewarding rather than punishing playing with other people. In other MMOs, when someone else 'tags' a mob by attacking it first, nobody else gets credit for the kill without being in the same party. This is especially annoying in relation to quest mobs, as occasionally you'll come across a quest mob that is being killed by someone else, or which has recently been killed, forcing you to wait around until it respawns. Mob tagging makes it preferable to avoid other players, which goes completely against the cooperative foundations of the genre.</p><p></p><p>Being rewarded based on your contribution rather than on whether you made the initial hit will encourage people to assist each other and cooperate in dynamic events.</p><p></p><p><strong>Two-way Auction House</strong></p><p></p><p>Whilst a relatively minor feature, the Guild Wars 2 auction house not only allows you to browse for items and purchase them from other players, but also to post up requests for items. This way you don't have to wait around at the auction house for someone to post an item that you want, you can just post a request and leave it there for a seller to find.</p><p></p><p><strong>No Monthly Fee</strong></p><p></p><p>The benefits of no monthly fee are obvious, some however are concerned that it means the game will suffer in some way due to the lack of a constant stream of revenue for ArenaNet. Whilst there's no way to know for sure until the game is actually out, if the original Guild Wars is anything to go by, we have nothing to worry about. Guild Wars was regularly updated without requiring a subscription fee, and its expansion model demonstrably provided enough income for ArenaNet to continue updating, supporting and expanding upon the game.</p><p></p><p><strong>Conclusion</strong></p><p></p><p>Guild Wars 2 has been getting a lot of interest. Whilst the same could be said about Warhammer Online in the months leading up to its release, the hype surrounding Warhammer Online was rarely backed up by in-game footage or developer insight/demonstration. ArenaNet have done an excellent job of providing their reasoning for various elements of the game, and explaining their overall strategy and intentions for Guild Wars 2. Thus far, they appear to be doing an outstanding job and I can't wait to play it.</p><p></p><p>Thanks for reading!</p><p></p><p>I'd also like to mention that my guild is starting recruitment early, let me know if you're interested.[/SPOILER]</p><p></p><p><strong>ترجمه به فارسی :</strong></p><p></p><p>[SPOILER=]</p><p>"من تصمیم گرفتم که دلایلی که باعث شده من به Guild Wars 2 علاقه مند و برانگیخته شم و رو با جزییات بنویسم، چون فکر می کنم واقعا شگفت انگیز و فوق العادس و من رو مشتاق به نوشتن افکاری که نسبت به این بازی دارم، کرده است.</p><p></p><p>من Guild Wars 1 رو از همون روزی که منتشر شد یعنی سال 2005 شروع کردم و برای حدود 1 سال به صورت فعال بازی می کردم و بعد از آن غیر فعال تر شدم و کمتر به بازی می رفتم. در حال حاضر در حال بازی کردن SWToR هستم، و به تازگی دست از بازی کردن World of Warcraft بعد از مدت زمان خیلی زیادی کشیدم. من همچنین Warhammer Online, Age of Conan, Rift و Allods Online رو بازی کردم و می تونم بگم تجربه خیلی زیادی در بازی های MMO دارم.</p><p></p><p>حالا شروع می کنیم...</p><p></p><p>از وقتی که World of Warcraft عرضه شد، MMO های زیادی تولید شد که در رسیدن به استاندارد های لازم این سبک شکست خوردند. برای مثال، Warhammer Online خیلی فوق العاده و نوید دهنده ظاهر شد اما بعد از مدتی به یک بازی ضعیف از نظر من تبدیل شد. این امر منجر شد که در بازیکنان یک شک و تردیدی نسبت به بازی های آینده این سبک به جود بیاید و امیدشان نسبت آینده آن کمرنگتر شود. اما حالا Guild Wars 2 در حال به وجود آوردن مقدار زیادی علاقه بین بازیکنان شده است که دلیلش ممکن است این باشد که گیم پلی و اطلاعات بسیار زیبا و زیادی در موردش عرضه کرده اند.</p><p></p><p>چیز های خیلی زیادی وجود داره که باعث شده Guild Wars 2 برای من یک بازی خاص و جدا از بقیه بازی ها قرار بگیره که من هر کدومشون رو به ترتیب اهمیتشان توضیح می دم :</p><p></p><p></p><ul> <li data-xf-list-type="ul">Dynamic Events (رویداد های پویا) </li> <li data-xf-list-type="ul">Engaging & Highly Polished Combat (مبارزات زیبا و دقیق و درگیر کننده) </li> <li data-xf-list-type="ul">Scaling Content & Sidekicking (تناسب بندی محتوای بازی) </li> <li data-xf-list-type="ul">WvWvW and Hot-Joinable PvP (مبارزات بین 3 سرور در یک مبارزه بسیار عظیم و PvP ای که به راحتی می توان در آن شرکت کرد و هیچ احتیاجاتی ندارد.) </li> <li data-xf-list-type="ul">No Tank/Healer/DPS Distinction (نبودن برتری بین کلاس ها یعنی Tank,Healer,DPS) </li> <li data-xf-list-type="ul">Highly Customisable Character Appearance ( ویرایش و آرایش پذیری بالای کاراکتر ها) </li> <li data-xf-list-type="ul">No Levelling Curve (مدت زمان یکسان برای LvL Up) </li> <li data-xf-list-type="ul">De-facto Partying (سیستمی که باعث شده هر بازیکنی کمک کننده شود.) </li> <li data-xf-list-type="ul">Two-way Auction House (داشتن Auction House ای که 2 کار را انجام می دهد.) </li> <li data-xf-list-type="ul">No Monthly Fee (شارژ ماهیانه ندارد.) </li> </ul><p></p><p><strong> Dynamic Events</strong></p><p></p><p>شاید این مهمترین چیزی باشه که باعث شده Guild Wars 2 با دیگر بازی های MMO متفاوت باشد و از آنجایی که ArenaNet خیلی خوب آن را ساخته است، این یکی از مهمترین نکاتی است که باعث فروش بالای بازی شده است.</p><p></p><p>Quest ها همیشه در همه بازی ها به یک شکل بودند آن هم این بود که شما پیش یک NPC می رفتید و او به شما می گفت که تعدادی دشمن را بکشید یا اینکه تعدی آیتم جمع آوری کنید. اما Guild Wars 2 این سیستم رو به طور کل منحل کرده و Dynamic Event ها را جایگزین آن کرده است.</p><p></p><p>Dynamic Event ها همانطوری که از اسمشان پیداست، رویداد هایی هستند که در سراسر جهان بازی در زمان های مختلف روی می دهند و با انجام یک سری کار های خاص ادامه پیدا خواهند کرد و اگر شکست بخورید دیگر برای مدتی تکرار شدنی نخواهند بود. هرکسی می تواند در رویداد ها شرکت کند و با موفقیت در آن بر اساس میزان مفید و موثر بودنش در این رویداد جوایزی هم دریافت خواهد کرد.</p><p></p><p>یک سیستم نسبتا مشابهی در بازی Warhammer Online هم اجرا شده بود که مانند Quest های گروهی بودند اما آن ها بیشتر اینطور احساس می شدند که یک مدل Quest ای هستند که می توانند با Quest های عادی جایگزین شوند و لزومی دیده نمی شد که به این حالت Quest ها مجالی داده شود. آن ها حتی معمولا خیلی کوتاه هم بودند و تک تک یعنی ادامه دار نبودند و هیچ تاثیر ماندگاری هم بر روی بازی نداشتند و خیلی زود دوباره از اول شروع می شدند. در مقابل Dynamic Event ها در Guild Wars 2 می توانند به صورت پشت سر هم باشند و بعد از موفقیت در یک رویداد، رویداد دیگری آغاز شود و حتی خیلی بزرگتر و طولانی تر هم هستند که در جهان بازی هم تاثیر گذار هستند و با پیروزی یا شکست در این رویداد ها اتفاقات خاصی خواهد افتاد.</p><p></p><p>شاید مهمترین مشکلی که در سیستم Quest های دست جمعی بازی Warhammer Online وجود داشت، این بود که بازیکن های LvL بالا در Quest های LvL پایینتر می آمدند و باعث می شدند که بازیکن هایی که LvL اشان کمتر است نتوانند در این مبارزات شرکت کنند. Guild Wars 2 این مشکل رو به لطف سیستم تناسب بندی LvL حل کرده است که در ادامه توضیحات داده خواهد شد.</p><p></p><p></p><p><strong> Engaging & Highly Polished Combat</strong></p><p></p><p>این برای من مشکل ساز ـه ( دلیل اصلی هم هست که باعث شد من از Warhammer Online نا امید بشم). به علاوه مکانیک مبارزه معمول، پاسخدهی و پیچیدگی های فنی و کیفیت و روان بودن انیمیشن ها برای من از خیلی اهمیت داره.)</p><p></p><p>تا آنجایی که من دیدم، مبارزات طوری طراحی شدند که بازیکن را به استفاده درست از حرکت کردن، جا خالی دادن و دفاع کردن وادار می کند که باعث می شود بازیکن همیشه در تلاش برای قرار گرفتن در جای درست باشد و دیگر سیستم Auto-Attack یا حمله اتوماتیک با ماوس در GW2 وجود ندارد. این فاکتور ها باعث می شوند که مبارزات درگیرانه تر و تاکتیکی تری نسبت به دیگر بازی های MMO داشته باشیم، اما هنوز هم مانند بازی های FPS نیست و کار با آن راحت خواهد بود.</p><p></p><p>یک دیگر از دلایل مهمی که توجه را جلب خود می کند اضافه کردن اسکیل هایی است که می تواند با اسکیل های دیگر بازیکن ها ادغام شود و ترکیباتی بجود بیاورد، مثلا یک Elementalist می تواند یک دیوار آتشینی را بجود بیاورد که وقتی از داخل آن تیر بزنید، تیر شما آتشین نیز خواهد شد و باعث آتش گرفتن و Damage بیشتر به دشمن خواهد شد. این ویژگی برای اولین بار است که در بازی های MMO بجود آمده که GW2 اولین بازی ای است که آن را خلق کرده است که باعث می شود مبارزات دسته جمعی تر، گوناگون و خیلی سرگرم کننده داشته باشیم.</p><p></p><p>چندین مکانیک دیگر نیز مثل تعویض اسلحه هنگام مبارزه و اجازه حرکت هنگام استفاده از اکثر اسکیل ها و تنظیم شدن اسکیل ها بر اساس اسلحه ای که انتخاب می کنید همگی جدید و جذاب هستند.</p><p></p><p>متاسفانه من خودم به شخصه هنوز بازیرو امتحان نکردم اما بازخورد بازیکنان پس از بازی کردن GW2 این بوده است که مبارزات بسیار عالی کار شدند که دلیلش هم انیمیشن های روان و مدت زمان خیلی دقیق در استفاده دوباره از اسکیل ها می باشد. اینطور که تا به حال به نظر می رسد و دیدیم در نسخه اصلی بازی ما شاهد یک سیستم مبارزه خیلی فوق العاده ای خواهیم بود.</p><p><strong></strong></p><p><strong>Scaling Content & Sidekicking</strong></p><p></p><p>یکی از مهمترین شکایاتی که من از بازی های MMO تا به حال داشته ام این بوده است که باید مدت زمان بسیار زیادی را در انجام دادن کار هایی که در سطح LvL مان است بکنیم تا مبادا در آینده از جوایز آن ها بی بهره شویم، چون اگر آن ها را انجام نمی دادیم بعد از اینکه کمی LvL مان بالاتر رفت دیگر رفتن به جایی مثلا Dungeon ها بی دلیل می شد چون نه جایزه بدرد بخوری داشت نه سختی داشت که ما را به چالش بکشاند. وقتی هم که نسخه جدیدی عرضه می شد، مثلا در بازی WoW، دیگر دلیلی دیده نمی شد که Raid ای که قبلا وجود داشت و تا به حال تمام نکردم را انجام بدم، چون یک Raid جدیدی آمده است که باعث شده است Raid قبلی از چشم بیفتد و به سراغ Raid جدید بروم.</p><p></p><p>در Guild Wars 2، اول اینکه میزان تناسب بندی LvL بر اساس تعداد بازیکنان آن منطقه تعیین می شود و دوم اینکه بازیکن های LvL بالا بر اساس LvL آن رویداد تناسب بندی خواهند شد و از LvL شان به اندازه لازم کم خواهد شد تا همه در یک سطح یکسان باشند و باعث تخریب رویداد ها نشود. یک ویژگی دیگری هم وجود دارد که وقتی شما می خواهید با دوستتان که LvL بالاتری دارد یک گروه تشکیل بدهید، LvL شما هم به سطح دوستتان خواهد رسید (یعنی هم LvL خواهید شد) تا بتوانید با دوستتان هم سفر شوید و با هم دیگه لذت ببرید.</p><p></p><p>طراحی بازی Guild Wars 2 تضمین می کند که یک محتوی یا Content در بازی هیچ وقت بی استفاده نخواهد شد (مگر اینکه قدری یکجا را تکرار کنید که به خاطر تکراری شدن از آنجا خسته شوید) که این معنی را می دهد که شما می توانید همیشه در کنار دوستانتان لذت ببرید و هیچ غیر ممکنی وجود نداشته باشد. اما همچنان این یک مشکل بزرگ در دیگر بازی های هم سبک مثل WoW وجو دارد که شما را مجبور می کند کاراکتر های زیادی بسازید تا بتوانید با دوستانتان که در سطح های مختلف هستند هم بازی شوید. البته مسلما هستند کسانی که از ساختن کاراکتر های اضافه لذت می برند اما بهتر است طوری باشد که تنها راه ممکن نباشد.</p><p></p><p>اجازه دادن به مردم برای بازی کردن در کنار یکدیگر یک قدمی خیلی بزرگ و عالی در این سبک از بازی ها می باشد و در کل باعث می شود همیشه در گروه بازی کنید و از آن بدون هیچ محدودیتی لذا ببرید و حتی اینطور تصور می شود که یکی از مهترین لازمه هایی است که یک بازی آنلاین به آن نیاز دارد.</p><p></p><p>ادامه دارد...[/SPOILER]</p></blockquote><p></p>
[QUOTE="Dante May Cry, post: 2008152, member: 20934"] [B]دوستان این هم یک لیست کامل و عالی از برتری های Guild Wars 2 نسبت به دیگر بازی های هم سبک از جمله WoW از نظر یکی از اعضا فروم این بازی که خیلی هم در بازی های MMORPG تجربه بالایی داره : ( کم کم به فارسی معنی می کنم از الان )[/B] [SPOILER=] I've decided to write in detail my reasons for being excited about Guild Wars 2, because I think it looks absolutely amazing and I want to express my thoughts on it. Maybe this will help to stir up even more enthusiasm for what I hope will be an incredibly successful game. I played the original Guild Wars since its release in 2005, consistently for maybe a year, and then on-and-off since then. I'm currently trying SWTOR, and recently stopped playing World of Warcraft after spending a [I]lot[/I] of time in it. I've also played Warhammer Online, Age of Conan, Rift and Allods Online, so I'd say I have a decent amount of experience with MMOs. So, here goes... Since World of Wacraft was released, many MMOs have come along and struggled (a.k.a failed) to live up to its standards. For example, Warhammer Online seemed incredibly promising but turned out to be (in my view) unpolished, clunky, and generally lacking in many areas. This has led to players becoming increasingly sceptical about new MMOs coming out, and rightly so. Guild Wars 2 has been generating a lot of interest in spite of this, perhaps due to the large amounts of impressive gameplay footage and information that has been released. There are a lot of things that really make Guild Wars 2 stand out to me, and here I will explain each of them roughly in order of importance: [LIST] [*]Dynamic Events [*]Engaging & Highly Polished Combat [*]Scaling Content & Sidekicking [*]WvWvW and Hot-Joinable PvP [*]No Tank/Healer/DPS Distinction [*]Highly Customisable Character Appearance [*]No Levelling Curve [*]De-facto Partying [*]Two-way Action House [*]No Monthly Fee [/LIST] [B]Dynamic Events[/B] This is perhaps the most obvious way in which Guild Wars 2 is different from every MMO that has preceded it and—as ArenaNet have made very clear—is one of the major selling points of the game. Quests have always been a staple of the genre and have overwhelmingly adhered to the following pattern: You speak to an NPC who tells you to 'kill X amount of Y' or 'collect X amount of Z', you go and do it, then you return to the NPC for a reward. Guild Wars 2 does away with this system entirely and replaces it with dynamic events. Dynamic events are pretty much what they sound like; events which happen all over the world at different times, and which branch out into new events when certain conditions are (or are not) met. Anybody can participate in an event, and will be rewarded in proportion to their level of contribution. A similar system was implemented by Warhammer Online in the form of public quests, however they felt more like an optional feature that could be done alongside normal quests which remained the primary way to level. They were also generally quite short, and isolated (that is, they didn't have any lasting effects once completed and they simply reset). Conversely, dynamic events in Guild Wars 2 branch out and trigger other events to create a dynamic event chain, and are much longer in terms of both the events themselves, and the effects of completing (or failing to complete) the events. Perhaps the most problematic issue with public quests in WAR however, was that people outlevelled them and left them empty, which initially prevented lower level players from being able to participate in them at all (as there was a prohibitive minimum number of players required), and later left them feeling private rather than public once they reduced (or in many cases removed) the minimum player requirement. Guild Wars 2 solves this problem with scaling content (discussed later). All in all, I'm extremely glad to see quests replaced by something more dynamic and free-flowing. Questing gets extremely boring and repetitve, and rarely (if ever) encourages group play due to many of the quests involving collecting items - making it take twice as long with two players, three times as long with three players, and so on. [B]Engaging & Highly Polished Combat[/B] This is a deal-breaker for me (the lack of which was the primary reason for my disappointment with Warhammer Online). As well as the actual combat mechanics, the responsiveness and technical sophistication of the combat, and the quality and fluidity of the animations, are very important to me. From what we've seen, combat will incorporate player-controlled dodging and blocking, will make extensive use of positioning and movement, and will not feature an auto-attack. These factors will make combat much more engaging and tactical than in any previous MMOs, but without requiring the precise twitch reactions of FPS games (which many would argue don't belong in this type of game anyway). Another important consideration is the addition of skills which can be used in conjunction with those used by other players; for example the elementalist can lay down a wall of fire which can be shot through by ranged classes to add fire damage to the projectiles. Although it probably won't be a decisive factor in combat, it's certainly a welcome addition which will make combat more cooperative, varied and ultimately, fun. Various other mechanics, such as in-combat weapon switching, being able to use most abilities while moving, and the sheer amount of variety that exists when taking into account how your skill bar is populated based on the weapons your using, are sure to make the combat a thoroughly enjoyable experience. Unfortunately I haven't played a demo of the game myself, but feedback from people who have suggests that the combat looks and feels amazing, with smooth animation transitions and a perfect amount of delay between using skills. We'll only know for sure when it's released, but based on what we've seen so far, the combat system appears to be excellent. [B]Scaling Content & Sidekicking[/B] A major gripe that I've had with other MMOs is that so much time and effort goes into developing zones, dungeons and the encounters that populate them, only for them become obsolete and unused when you either (A) out-level the content—at which point there's little to no reason to return to lower level areas since there's no challenge or reward for doing so—or (B) when new content is released—for example in WoW, you might not have completed a particular raid tier, but as soon as the next tier is released, you're ushered to forget about the bosses you didn't manage to beat and skip to the new tier by being given the previous tier's gear/rewards in some other (usually far easier) way. In Guild Wars 2, firstly the content scales in accordance with the number of players participating, and secondly players are sidekicked down to a suitable level if they enter zones for which they are too high level. There's also the option to be side-kicked up by a higher level friend so you can play with them at their level. As well as ensuring that content never becomes obsolete as a result of the game's design (although you can still obviously play part of the game thoroughly enough to become bored of it), it means that friends and guildmates can always play together, anywhere, without having to level up a new character. This continues to be a major issue in other MMOs, for example in WoW I had to have 3 alt characters at one point just so I could play with my friends who were all at different levels. Of course, some people enjoy making alts, it's just great to not be forced into doing so. Allowing people to play together so easily and flexibly is a really fantastic step forward for an MMO, and in general will facilitate and encourage playing as a group - which is really what MMOs are supposed to be about. [B]WvWvW & Hot-Joinable PvP[/B] As someone who generally prefers PvP over PvE thanks to its offer of greater challenge and replayability, I'm very interested in the PvP systems in GW2. WvWvW PvP sounds very promising. It is essentially Guild Wars 2's solution to the problems posed by the 2-faction model used by most other MMOs, which can easily (and often does) result in significant imbalance due to a lack of control over how many people join each faction on a given server. In Guild Wars 2, three whole servers will be matched up against each other according to their rating and population. The three servers will fight in a huge warzone called "The Mists", where dozens or even hundreds of players will fight for control of resources or strategic locations. It sounds like a lot of fun, my only worry being that it will be laggy when too many players are in one small area. This was another problem Warhammer Online had; keep sieges often had the framerate of a powerpoint presentation. Basically it's what Wintergrasp and Tol Barad should have been in WoW. Whereas in WoW the battles are over in a few minutes, and the rewards gained from controlling the zones are limited and insignificant to most players, the battles in GW2 will last two weeks before different combinations of realms are pitted against each other, and offer rewards comparable to those offered by PvE content. Beyond all that, it just sounds like a LOT of fun, what with the mention of battling over fortresses and supply lines etc. The second type of PvP found in Guild Wars 2 involves the more familiar, smaller scale battles, akin to battlegrounds in World of Wacraft. This type of PvP exists in both a hot-joinable form, where you can join games in progress as if you were joining a TF2 or CounterStrike server, and also a competitive form, where pre-made teams battle each other to increase their ranking or progress in tournaments. Overall, it sounds like PvP in Guild Wars 2 will be a lot of fun, and perhaps only lacks true world PvP where you can just attack players that are wandering around or participating in dynamic events. Many perceive this a good thing though, as it prevents ganking whilst the feel (and true purpose) of open world PvP can still be found in WvWvW. [B]No Tank/Healer/DPS Distinction[/B] There's already a [URL="http://www.youtube.com/watch?v=Y4VKhrCDWfg"]very good video[/URL] detailing why the absence of the so-called 'holy trinity' is a good thing. In short it will get rid of the dependence on having particular classes in a group, and also allow much more creativity and versatility in terms of both group composition and gameplay. It also gives you much more freedom with regards to choosing your class, as you can fulfil any of the roles (damage, control or support) with any of the classes. [B]Highly Customisable Character Appearance[/B] Although not fundamentally affecting how the game plays, something which irritated me in other MMOs was the inability to really control the appearance of your character and equipment, where you are forced to wear particular pieces of armour or use particular weapons due to statistical superiority, regardless of (usually in spite of) what the items look like. Guild Wars 2 allows you to apply the appearance of any weapon or piece of armour that you possess, to any other of the same type. This allows you to have the best of both worlds. World of Wacraft recently implemented this feature after years of people asking for it, likely in anticipation of competition from Guild Wars 2. In addition to the above is the dye system—which has even greater depth than the original Guild Wars dye system—allowing you to choose from an enormous range of colours and apply them to different areas of each piece of gear you have. The huge amount of customisation options means that each character will be able to look unique and reflect the aesthetic tastes of the player. As someone who finds great value in being able to set yourself apart from the crowd (and as someone who is obsessed with the colour purple), Guild Wars 2 looks like it'll cater to me perfectly. [B]No Levelling Curve[/B] There's no reason why higher levels should take longer to gain than lower levels; it makes progression seem to grind to a halt which sucks a lot of the fun out of an MMO, which at its core is a genre about progressing your character. In Guild Wars 2, every level from 1 to 80 should take roughly the same amount of time to gain. It's unclear exactly how important levelling is to the game—in the original levels were nigh-on meaningless as you reached maximum level very quickly—but it's quite obvious that levelling is less important in Guild Wars 2 relative to most other MMOs. The game will likely place more of an emphasis on developing your character in other ways—through finding new weapons and skills, unlocking traits, obtaining rare armour sets, and completing achievements. [B]De-facto Partying[/B] In Guild Wars 2, everyone is effectively in one giant party, although we'll probably have to make a "real" party to enter instances as a group. The most significant benefit of de-facto partying is the elimination of kill-stealing, which relates to my point about rewarding rather than punishing playing with other people. In other MMOs, when someone else 'tags' a mob by attacking it first, nobody else gets credit for the kill without being in the same party. This is especially annoying in relation to quest mobs, as occasionally you'll come across a quest mob that is being killed by someone else, or which has recently been killed, forcing you to wait around until it respawns. Mob tagging makes it preferable to avoid other players, which goes completely against the cooperative foundations of the genre. Being rewarded based on your contribution rather than on whether you made the initial hit will encourage people to assist each other and cooperate in dynamic events. [B]Two-way Auction House[/B] Whilst a relatively minor feature, the Guild Wars 2 auction house not only allows you to browse for items and purchase them from other players, but also to post up requests for items. This way you don't have to wait around at the auction house for someone to post an item that you want, you can just post a request and leave it there for a seller to find. [B]No Monthly Fee[/B] The benefits of no monthly fee are obvious, some however are concerned that it means the game will suffer in some way due to the lack of a constant stream of revenue for ArenaNet. Whilst there's no way to know for sure until the game is actually out, if the original Guild Wars is anything to go by, we have nothing to worry about. Guild Wars was regularly updated without requiring a subscription fee, and its expansion model demonstrably provided enough income for ArenaNet to continue updating, supporting and expanding upon the game. [B]Conclusion[/B] Guild Wars 2 has been getting a lot of interest. Whilst the same could be said about Warhammer Online in the months leading up to its release, the hype surrounding Warhammer Online was rarely backed up by in-game footage or developer insight/demonstration. ArenaNet have done an excellent job of providing their reasoning for various elements of the game, and explaining their overall strategy and intentions for Guild Wars 2. Thus far, they appear to be doing an outstanding job and I can't wait to play it. Thanks for reading! I'd also like to mention that my guild is starting recruitment early, let me know if you're interested.[/SPOILER] [B]ترجمه به فارسی :[/B] [SPOILER=] "من تصمیم گرفتم که دلایلی که باعث شده من به Guild Wars 2 علاقه مند و برانگیخته شم و رو با جزییات بنویسم، چون فکر می کنم واقعا شگفت انگیز و فوق العادس و من رو مشتاق به نوشتن افکاری که نسبت به این بازی دارم، کرده است. من Guild Wars 1 رو از همون روزی که منتشر شد یعنی سال 2005 شروع کردم و برای حدود 1 سال به صورت فعال بازی می کردم و بعد از آن غیر فعال تر شدم و کمتر به بازی می رفتم. در حال حاضر در حال بازی کردن SWToR هستم، و به تازگی دست از بازی کردن World of Warcraft بعد از مدت زمان خیلی زیادی کشیدم. من همچنین Warhammer Online, Age of Conan, Rift و Allods Online رو بازی کردم و می تونم بگم تجربه خیلی زیادی در بازی های MMO دارم. حالا شروع می کنیم... از وقتی که World of Warcraft عرضه شد، MMO های زیادی تولید شد که در رسیدن به استاندارد های لازم این سبک شکست خوردند. برای مثال، Warhammer Online خیلی فوق العاده و نوید دهنده ظاهر شد اما بعد از مدتی به یک بازی ضعیف از نظر من تبدیل شد. این امر منجر شد که در بازیکنان یک شک و تردیدی نسبت به بازی های آینده این سبک به جود بیاید و امیدشان نسبت آینده آن کمرنگتر شود. اما حالا Guild Wars 2 در حال به وجود آوردن مقدار زیادی علاقه بین بازیکنان شده است که دلیلش ممکن است این باشد که گیم پلی و اطلاعات بسیار زیبا و زیادی در موردش عرضه کرده اند. چیز های خیلی زیادی وجود داره که باعث شده Guild Wars 2 برای من یک بازی خاص و جدا از بقیه بازی ها قرار بگیره که من هر کدومشون رو به ترتیب اهمیتشان توضیح می دم : [LIST] [*]Dynamic Events (رویداد های پویا) [*]Engaging & Highly Polished Combat (مبارزات زیبا و دقیق و درگیر کننده) [*]Scaling Content & Sidekicking (تناسب بندی محتوای بازی) [*]WvWvW and Hot-Joinable PvP (مبارزات بین 3 سرور در یک مبارزه بسیار عظیم و PvP ای که به راحتی می توان در آن شرکت کرد و هیچ احتیاجاتی ندارد.) [*]No Tank/Healer/DPS Distinction (نبودن برتری بین کلاس ها یعنی Tank,Healer,DPS) [*]Highly Customisable Character Appearance ( ویرایش و آرایش پذیری بالای کاراکتر ها) [*]No Levelling Curve (مدت زمان یکسان برای LvL Up) [*]De-facto Partying (سیستمی که باعث شده هر بازیکنی کمک کننده شود.) [*]Two-way Auction House (داشتن Auction House ای که 2 کار را انجام می دهد.) [*]No Monthly Fee (شارژ ماهیانه ندارد.) [/LIST] [B] Dynamic Events[/B] شاید این مهمترین چیزی باشه که باعث شده Guild Wars 2 با دیگر بازی های MMO متفاوت باشد و از آنجایی که ArenaNet خیلی خوب آن را ساخته است، این یکی از مهمترین نکاتی است که باعث فروش بالای بازی شده است. Quest ها همیشه در همه بازی ها به یک شکل بودند آن هم این بود که شما پیش یک NPC می رفتید و او به شما می گفت که تعدادی دشمن را بکشید یا اینکه تعدی آیتم جمع آوری کنید. اما Guild Wars 2 این سیستم رو به طور کل منحل کرده و Dynamic Event ها را جایگزین آن کرده است. Dynamic Event ها همانطوری که از اسمشان پیداست، رویداد هایی هستند که در سراسر جهان بازی در زمان های مختلف روی می دهند و با انجام یک سری کار های خاص ادامه پیدا خواهند کرد و اگر شکست بخورید دیگر برای مدتی تکرار شدنی نخواهند بود. هرکسی می تواند در رویداد ها شرکت کند و با موفقیت در آن بر اساس میزان مفید و موثر بودنش در این رویداد جوایزی هم دریافت خواهد کرد. یک سیستم نسبتا مشابهی در بازی Warhammer Online هم اجرا شده بود که مانند Quest های گروهی بودند اما آن ها بیشتر اینطور احساس می شدند که یک مدل Quest ای هستند که می توانند با Quest های عادی جایگزین شوند و لزومی دیده نمی شد که به این حالت Quest ها مجالی داده شود. آن ها حتی معمولا خیلی کوتاه هم بودند و تک تک یعنی ادامه دار نبودند و هیچ تاثیر ماندگاری هم بر روی بازی نداشتند و خیلی زود دوباره از اول شروع می شدند. در مقابل Dynamic Event ها در Guild Wars 2 می توانند به صورت پشت سر هم باشند و بعد از موفقیت در یک رویداد، رویداد دیگری آغاز شود و حتی خیلی بزرگتر و طولانی تر هم هستند که در جهان بازی هم تاثیر گذار هستند و با پیروزی یا شکست در این رویداد ها اتفاقات خاصی خواهد افتاد. شاید مهمترین مشکلی که در سیستم Quest های دست جمعی بازی Warhammer Online وجود داشت، این بود که بازیکن های LvL بالا در Quest های LvL پایینتر می آمدند و باعث می شدند که بازیکن هایی که LvL اشان کمتر است نتوانند در این مبارزات شرکت کنند. Guild Wars 2 این مشکل رو به لطف سیستم تناسب بندی LvL حل کرده است که در ادامه توضیحات داده خواهد شد. [B] Engaging & Highly Polished Combat[/B] این برای من مشکل ساز ـه ( دلیل اصلی هم هست که باعث شد من از Warhammer Online نا امید بشم). به علاوه مکانیک مبارزه معمول، پاسخدهی و پیچیدگی های فنی و کیفیت و روان بودن انیمیشن ها برای من از خیلی اهمیت داره.) تا آنجایی که من دیدم، مبارزات طوری طراحی شدند که بازیکن را به استفاده درست از حرکت کردن، جا خالی دادن و دفاع کردن وادار می کند که باعث می شود بازیکن همیشه در تلاش برای قرار گرفتن در جای درست باشد و دیگر سیستم Auto-Attack یا حمله اتوماتیک با ماوس در GW2 وجود ندارد. این فاکتور ها باعث می شوند که مبارزات درگیرانه تر و تاکتیکی تری نسبت به دیگر بازی های MMO داشته باشیم، اما هنوز هم مانند بازی های FPS نیست و کار با آن راحت خواهد بود. یک دیگر از دلایل مهمی که توجه را جلب خود می کند اضافه کردن اسکیل هایی است که می تواند با اسکیل های دیگر بازیکن ها ادغام شود و ترکیباتی بجود بیاورد، مثلا یک Elementalist می تواند یک دیوار آتشینی را بجود بیاورد که وقتی از داخل آن تیر بزنید، تیر شما آتشین نیز خواهد شد و باعث آتش گرفتن و Damage بیشتر به دشمن خواهد شد. این ویژگی برای اولین بار است که در بازی های MMO بجود آمده که GW2 اولین بازی ای است که آن را خلق کرده است که باعث می شود مبارزات دسته جمعی تر، گوناگون و خیلی سرگرم کننده داشته باشیم. چندین مکانیک دیگر نیز مثل تعویض اسلحه هنگام مبارزه و اجازه حرکت هنگام استفاده از اکثر اسکیل ها و تنظیم شدن اسکیل ها بر اساس اسلحه ای که انتخاب می کنید همگی جدید و جذاب هستند. متاسفانه من خودم به شخصه هنوز بازیرو امتحان نکردم اما بازخورد بازیکنان پس از بازی کردن GW2 این بوده است که مبارزات بسیار عالی کار شدند که دلیلش هم انیمیشن های روان و مدت زمان خیلی دقیق در استفاده دوباره از اسکیل ها می باشد. اینطور که تا به حال به نظر می رسد و دیدیم در نسخه اصلی بازی ما شاهد یک سیستم مبارزه خیلی فوق العاده ای خواهیم بود. [B] Scaling Content & Sidekicking[/B] یکی از مهمترین شکایاتی که من از بازی های MMO تا به حال داشته ام این بوده است که باید مدت زمان بسیار زیادی را در انجام دادن کار هایی که در سطح LvL مان است بکنیم تا مبادا در آینده از جوایز آن ها بی بهره شویم، چون اگر آن ها را انجام نمی دادیم بعد از اینکه کمی LvL مان بالاتر رفت دیگر رفتن به جایی مثلا Dungeon ها بی دلیل می شد چون نه جایزه بدرد بخوری داشت نه سختی داشت که ما را به چالش بکشاند. وقتی هم که نسخه جدیدی عرضه می شد، مثلا در بازی WoW، دیگر دلیلی دیده نمی شد که Raid ای که قبلا وجود داشت و تا به حال تمام نکردم را انجام بدم، چون یک Raid جدیدی آمده است که باعث شده است Raid قبلی از چشم بیفتد و به سراغ Raid جدید بروم. در Guild Wars 2، اول اینکه میزان تناسب بندی LvL بر اساس تعداد بازیکنان آن منطقه تعیین می شود و دوم اینکه بازیکن های LvL بالا بر اساس LvL آن رویداد تناسب بندی خواهند شد و از LvL شان به اندازه لازم کم خواهد شد تا همه در یک سطح یکسان باشند و باعث تخریب رویداد ها نشود. یک ویژگی دیگری هم وجود دارد که وقتی شما می خواهید با دوستتان که LvL بالاتری دارد یک گروه تشکیل بدهید، LvL شما هم به سطح دوستتان خواهد رسید (یعنی هم LvL خواهید شد) تا بتوانید با دوستتان هم سفر شوید و با هم دیگه لذت ببرید. طراحی بازی Guild Wars 2 تضمین می کند که یک محتوی یا Content در بازی هیچ وقت بی استفاده نخواهد شد (مگر اینکه قدری یکجا را تکرار کنید که به خاطر تکراری شدن از آنجا خسته شوید) که این معنی را می دهد که شما می توانید همیشه در کنار دوستانتان لذت ببرید و هیچ غیر ممکنی وجود نداشته باشد. اما همچنان این یک مشکل بزرگ در دیگر بازی های هم سبک مثل WoW وجو دارد که شما را مجبور می کند کاراکتر های زیادی بسازید تا بتوانید با دوستانتان که در سطح های مختلف هستند هم بازی شوید. البته مسلما هستند کسانی که از ساختن کاراکتر های اضافه لذت می برند اما بهتر است طوری باشد که تنها راه ممکن نباشد. اجازه دادن به مردم برای بازی کردن در کنار یکدیگر یک قدمی خیلی بزرگ و عالی در این سبک از بازی ها می باشد و در کل باعث می شود همیشه در گروه بازی کنید و از آن بدون هیچ محدودیتی لذا ببرید و حتی اینطور تصور می شود که یکی از مهترین لازمه هایی است که یک بازی آنلاین به آن نیاز دارد. ادامه دارد...[/SPOILER] [/QUOTE]
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