[ ARF ] - In Closure...
Well about 2 months have past since we started our jounrney into Elona, and it seems to have ended all too soon. Most of the regular officers have pretty left for better more interesting things to do again. I myself have completed the game with 2 characters and beginning to feel the drag in completing it the thrid time just for my incredibly hard to get Ritualist elites (with 2 in the Domain of Secrets, 1 in the Depths of Madness...)
It's sad to say that Guild Wars still lacks that immersive storyline and interesting characters to keep players coming back for more. Once you hit end-game, replayability relies heavily on an onslaught of endless quests and PvPing. The quests are substantial enough to keep one busy for an hour or more, but most of the quests simply involve killing certain targets or just going to point A to B and so forth.
PvP can be a pleasure (especially if you're winning of course)... But then again PvP is usually the place you meet stinkers who are out to spoil your day, or just people who can't seem to work together. HvH seems more attractive to me as I have better control over the entire team, but it seems to be a trend where opponents rely heavily on strength in numbers to simply overwhelm and win. Ironically this was our initial guild concept... You'll probably find in the HvH arenas players who are either spirit spammers or pet-rushers. It gets kidna dull seeing how everyone wants to win so badly, and resort to cheap methods of success. I suppose this is where one has to come up with counters for popular builds, something which I haven't quite figure out myself.
In any case, the blog here will probably be going into a slumber, not unless some interesting event happens that brings everyone together again. The Alliance is pretty dead as well... The green items in Nightfall are hardly attractive either, thus farm groups seem to be very few. Probably with the introduction of Heroes there is less demand for human players to fill in empty slots...
As I said before, it was great while it lasted. What will Chapter 4 bring us all I wonder?
It's sad to say that Guild Wars still lacks that immersive storyline and interesting characters to keep players coming back for more. Once you hit end-game, replayability relies heavily on an onslaught of endless quests and PvPing. The quests are substantial enough to keep one busy for an hour or more, but most of the quests simply involve killing certain targets or just going to point A to B and so forth.
PvP can be a pleasure (especially if you're winning of course)... But then again PvP is usually the place you meet stinkers who are out to spoil your day, or just people who can't seem to work together. HvH seems more attractive to me as I have better control over the entire team, but it seems to be a trend where opponents rely heavily on strength in numbers to simply overwhelm and win. Ironically this was our initial guild concept... You'll probably find in the HvH arenas players who are either spirit spammers or pet-rushers. It gets kidna dull seeing how everyone wants to win so badly, and resort to cheap methods of success. I suppose this is where one has to come up with counters for popular builds, something which I haven't quite figure out myself.
In any case, the blog here will probably be going into a slumber, not unless some interesting event happens that brings everyone together again. The Alliance is pretty dead as well... The green items in Nightfall are hardly attractive either, thus farm groups seem to be very few. Probably with the introduction of Heroes there is less demand for human players to fill in empty slots...
As I said before, it was great while it lasted. What will Chapter 4 bring us all I wonder?





