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So I decided to switch to a Thief, I'm having way more fun as a Human Thief than I did as an Asura Warrior. I then did a lot of study on sturdy PvP thief builds: holy crap. Theifs are OP as ****. I do massive damage compared to my warrior, but I also sacrifice a lot of tanking ability. I'm enjoying the game again for now.

I think PvP is my choice area. My Computer doesn't handle WvWvW at all though, sadly.

So I decided to switch to a Thief, I'm having way more fun as a Human Thief than I did as an Asura Warrior. I then did a lot of study on sturdy PvP thief builds: holy crap. Theifs are OP as ****. I do massive damage compared to my warrior, but I also sacrifice a lot of tanking ability. I'm enjoying the game again for now.

I think PvP is my choice area. My Computer doesn't handle WvWvW at all though, sadly.

"Grass is always greener on the other side of the fence."

I feel that way about my warrior, after leveling my thief to 80. Thief feels very weak, compared to a warrior.

"Grass is always greener on the other side of the fence."

I feel that way about my warrior, after leveling my thief to 80. Thief feels very weak, compared to a warrior.

Warrior has a fairly steady stream of power, and it's overall (overtime) better than thief, but the thief has short bursts of insane power. It's just playing off of the crit bonuses of stealth, I think my current build is perfect, I do devastating damage but I can only do it for a couple seconds then I gotta get the hell outta there. Where as my Warrior was a pretty hefty beast and did medium-heavy damage the entire time without needing to run. I think I like the more complex play style of the thief, I might roll an ele for PvP aswell later on for that reason.

It's really annoying when you get this sound bug in, say, WvW and then have to go the rest of the time you want to WvW with sound muted cause you don't want to restart the client and end up back in queue.

Haven't had that one before.....I've had an occasional sound bug where sounds get really loud, like the camera is getting sounds directly at the source of the sound rather than where the camera/character is actually located at. It tends to go away after a short period of time but things are amplified for that short period of time.
Downed mode camera In tonight's software update we will improve the downed mode camera to maintain a more consistent distance taking race into account.

Oh thank you!

Up to 6g right now. Not much, but I'm got a pretty decent farming system to make about 1g an hour with very minimal effort and about 5 minutes of my time.

EDIT: So, now you cannot zoom out at all when downed. They broke it even more. -_-

The downed camera is annoying. Everytime i get knocked down, i can't see anything so i just mash the keys and hope i rally.

I am not dieing as frequently now. I'm at a point now where i am quite strong (now i unlocked my traits) and don't have much trouble against mobs. Although veteran mobs can be a pain but luckly someone else joins in and we make light work of it.

Nearly level 20 now. Should hit that tonight. I completed Wayfarer Hills the other night and now headed into Diessa Plateau. Just exploring at the moment.

I'm really enjoying the game a lot more now my char is a little stronger and i don't always have to rely on grouping with people to take down a single mob. Plus i am getting into crafting and farming a bit now. I have no goal on what to build, i'm basically just grabbing what i can and depositing it. Then later on i will go in and see what i can make. I need to level up my tailoring/artificer, so i can actually craft stuff for my level :laugh:

All i can craft is level 5 stuff!

Glad to see they are getting the bugs handled. I have confidence in Anet to get things worked out. They're support of their games over the years have been by far the best I've experienced.

As for my progress, I have my Necromancer up to level 42 now. Went from 40-42 last night with little to no effort in a zone meant for my level. I had been going back and doing the start zones for the other races but the rewards are too little and are making progress extremely slow.

I am still waiting on them to free up character names that were reserved from GW1. I want to roll an elementalist and use the name I had on a secondary GW1 account but I can't yet where I cannot link more than one GW1 account to my GW2 account. I've also roll a thief to get a reserved name and I am trying to come up with creative and unique names for a warrior and ranger.

I am still waiting on them to free up character names that were reserved from GW1. I want to roll an elementalist and use the name I had on a secondary GW1 account but I can't yet where I cannot link more than one GW1 account to my GW2 account. I've also roll a thief to get a reserved name and I am trying to come up with creative and unique names for a warrior and ranger.

Are you sure someone else didn't nab it already? They said names were only going to be reserved during the early access timeframe....you are the first person I've seen claim that they were not yet released. You may have missed your chance.

I wonder if they'll ever give us proper change logs to go with the client updates.

Once they get past initial stability and performance updates and actually start giving us game/content updates, I'm sure they will.....they did it (and are still doing it) with GW1, don't see why they wouldn't with GW2. 90% of the changes right now are stability and performance updates to various aspects of the game so there isn't really much to tell us beyond that.

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For reference the tiny little thing in the center of the picture is my max size charr. This is the last area in Orr, it's amazingly huge in scale. I'm also happy to report that they fixed the issue I was having with the camera going wonky and not being able to move in tight spaces like the jumping puzzle in LA. Pretty sure that was fixed in the update last night.

Are you sure someone else didn't nab it already? They said names were only going to be reserved during the early access timeframe....you are the first person I've seen claim that they were not yet released. You may have missed your chance.

Once they get past initial stability and performance updates and actually start giving us game/content updates, I'm sure they will.....they did it (and are still doing it) with GW1, don't see why they wouldn't with GW2. 90% of the changes right now are stability and performance updates to various aspects of the game so there isn't really much to tell us beyond that.

If someone guessed the name I am wanting I would be surprised. Easiest way for me to tell I suppose would be to try and invite that toon to my guild or friends list.

Someone asked me if I could tell them what and where I farm. So I took the time to make a map of what I do. (You will need a Mithril Harvesting Sickle.)

I farm raspberries in Fireheart Rise and Frostgorge Sound. Raspberries sell for around 1.75s to 2.50s a piece depending on the demand and time of day. My farm usually yields between 18-30 raspberries depending on how often you get 2 from one node. It usually takes around 10-15 minutes to fully complete the circuit. I do not stop to fight. *Note: As a Thief, I have a constant 25% run speed boost, so that makes a difference.

In Fireheart Rise, there will only ever be 6 nodes to spawn. I have thoroughly tested this. The locations will change after a server restart, but once you find the 6 nodes you know you can move on to Frostgorge. I don't know how many nodes in total will be in place in Frostgorge, but I am fairly certain it is more than 6. I don't go looking for every node, simply because the time it would take. I just came up with the quickest route I could for some easy money.

The respawn on these nodes is somewhere around 30 minutes. So I will come back and do them every once in awhile after some time has passed. Depending on the price on the trading post, and how many your farm yields, you can make around 1g an hour, with minimal effort. Also, the reason I run some routes, is because at 80, waypoint costs between 1.50s to 3.50s, so I tried to waypoint as little as possible. You waypoint a total of 5 times, counting zoning in, up to the final end point in Frostgorge. The waypoint costs are around 8-10s. This route was meant to maximize profits, from time spent. So don't waypoint often, or you are basically stabbing yourself in the foot.

Remember, these spawn locations are just potential points, they will not always be at these locations. Do not stop for other materials along the way for maximum time/profit. Those other materials aren't worth nearly as much as raspberries anyway, I've checked. (Cooking recipes that is, not the mithril or orichalcum ore you may run across.)

Anyway, here are the crudely drawn maps. :p

Try to keep these localized to Neowin. I'm hoping this doesn't bring down the raspberry prices too much.

I have made 10g from this so far, by the way. In case anyone was wondering how effective it is. That is over a period of about 4-5 days.

Appreciate any comments, or if you find a better route to run, feel free to let me know!

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  • Like 3

Is this game better than WoW?

That is like trying to compare apples and oranges, man.

It is it's own game. Besides being in the MMO family, it is much different from WoW.

That said, it will be up to you to judge if it is better than *insert game here* just like any other comparison.

Someone asked me if I could tell them what and where I farm. So I took the time to make a map of what I do. (You will need a Mithril Harvesting Sickle.)

I farm raspberries in Fireheart Rise and Frostgorge Sound. Raspberries sell for around 1.75s to 2.50s a piece depending on the demand and time of day. My farm usually yields between 18-30 raspberries depending on how often you get 2 from one node. It usually takes around 10-15 minutes to fully complete the circuit. I do not stop to fight. *Note: As a Thief, I have a constant 25% run speed boost, so that makes a difference.

In Fireheart Rise, there will only ever be 6 nodes to spawn. I have thoroughly tested this. The locations will change after a server restart, but once you find the 6 nodes you know you can move on to Frostgorge. I don't know how many nodes in total will be in place in Frostgorge, but I am fairly certain it is more than 6. I don't go looking for every node, simply because the time it would take. I just came up with the quickest route I could for some easy money.

The respawn on these nodes is somewhere around 30 minutes. So I will come back and do them every once in awhile after some time has passed. Depending on the price on the trading post, and how many your farm yields, you can make around 1g an hour, with minimal effort. Also, the reason I run some routes, is because at 80, waypoint costs between 1.50s to 3.50s, so I tried to waypoint as little as possible. You waypoint a total of 5 times, counting zoning in, up to the final end point in Frostgorge. The waypoint costs are around 8-10s. This route was meant to maximize profits, from time spent. So don't waypoint often, or you are basically stabbing yourself in the foot.

Remember, these spawn locations are just potential points, they will not always be at these locations. Do not stop for other materials along the way for maximum time/profit. Those other materials aren't worth nearly as much as raspberries anyway, I've checked.

Anyway, here are the crudely drawn maps. :p

Try to keep these localized to Neowin. I'm hoping this doesn't bring down the raspberry prices too much.

Appreciate any comments, or if you find a better route to run, feel free to let me know!

Thanks for that, I will definitely have to try it out! With the market being up full time now it's hard to get some stuff to sell with people constantly undercutting. 15 slot bags/boxes are terrible profits when people are undercutting all the way down to less than 60s, which barely covers the cost of the rune and primordium use to make the damn things.

Thanks for that, I will definitely have to try it out! With the market being up full time now it's hard to get some stuff to sell with people constantly undercutting. 15 slot bags/boxes are terrible profits when people are undercutting all the way down to less than 60s, which barely covers the cost of the rune and primordium use to make the damn things.

I think that is the biggest issue with the game's market right now. Everyone can do every crafting trade, with no repercussions upon switching trades other than a small amount of coin. So no one wants a finished product, they just want the materials to level up, and make it themselves. To me, that means crafting is somewhat a broken system in this game in its current state. I don't buy anything either, I'd rather just buy the mats and make it myself, or farm them. Eventually, everyone will have all their trade skills maxed, then that leaves zero profit from crafting. That is why I am not doing crafting right now, and am selling all of my mats off. People are paying big money for them right now. In a month or two from now, when everyone is maxed, but cannot sell their items, I will be sitting on a stockpile of gold to buy up the materials I need, or the gear I want, because people will be selling them at low prices.

But I am OK with it, because that just means the things I am farming, the materials, will always have a steady price for profit. :) Everyone needs materials!

I think that is the biggest issue with the game's market right now. Everyone can do every crafting trade, with no repercussions upon switching trades other than a small amount of coin. So no one wants a finished product, they just want the materials to level up, and make it themselves. To me, that means crafting is somewhat a broken system in this game in its current state. I don't buy anything either, I'd rather just buy the mats and make it myself, or farm them. Eventually, everyone will have all their trade skills maxed, then that leaves zero profit from crafting. That is why I am not doing crafting right now, and am selling all of my mats off. People are paying big money for them right now. In a month or two from now, when everyone is maxed, but cannot sell their items, I will be sitting on a stockpile of gold to buy up the materials I need, or the gear I want, because people will be selling them at low prices.

But I am OK with it, because that just means the things I am farming, the materials, will always have a steady price for profit. :) Everyone needs materials!

I didn't think of it like that. Perhaps if they added tiers where you had to be a certain level to learn the next one it might help a bit. Because right now a level 1 character can max any craft as long as they have all the materials.

I still think the down-leveling thing is annoying. I've still not been able to complete my solo storyline quest after gaining more than 10 levels over it and changing my gear, skills and traits. I just can't find a group to do my personal quest because other people seem to have their own quests so they have no interest in helping me with mine.

If I was staying level 25 instead of being downsized to 14 I could finish this content and continue my storyline. I'm having to leave it by the wayside and it's frustrating because now my adventure has no story.

But I am enjoying collecting the Vistas, Skill Points, Hearts and Points of Interest. I've completed 5 zones to 100% already, every zone I've been in so far except the one I'm currently leveling in. That includes Lions Arch and the Norn Capital. I do like the jumping puzzles they have put in the game for some of those as I enjoy games with things like that, brings me back the "Jak and Daxter" and "Ratchet & Clank" playstation platformers.

I need to work out how crafting works because I've got a ton of mined ore.

I still think the down-leveling thing is annoying. I've still not been able to complete my solo storyline quest after gaining more than 10 levels over it and changing my gear, skills and traits. I just can't find a group to do my personal quest because other people seem to have their own quests so they have no interest in helping me with mine.

If I was staying level 25 instead of being downsized to 14 I could finish this content and continue my storyline. I'm having to leave it by the wayside and it's frustrating because now my adventure has no story.

But I am enjoying collecting the Vistas, Skill Points, Hearts and Points of Interest. I've completed 5 zones to 100% already, every zone I've been in so far except the one I'm currently leveling in. That includes Lions Arch and the Norn Capital. I do like the jumping puzzles they have put in the game for some of those as I enjoy games with things like that, brings me back the "Jak and Daxter" and "Ratchet & Clank" playstation platformers.

I need to work out how crafting works because I've got a ton of mined ore.

Roija.1429

I'll help ya out. Just shoot me a message.

That is like trying to compare apples and oranges, man.

It is it's own game. Besides being in the MMO family, it is much different from WoW.

That said, it will be up to you to judge if it is better than *insert game here* just like any other comparison.

You level up, craft stuff, trade stuff, and role play as a fantasy character; why is it like comparing apple and oranges? Besides I don't want to waste $60 to judge it myself and find out that it sucks.

You level up, craft stuff, trade stuff, and role play as a fantasy character; why is it like comparing apple and oranges? Besides I don't want to waste $60 to judge it myself and find out that it sucks.

There is close to 2000 posts in this thread. Go through the pages and read about the game and our experiences? See if you want to buy it? Otherwise, why did you ask the question? The only one who can make an accurate comparison of that is yourself.

You level up, craft stuff, trade stuff, and role play as a fantasy character; why is it like comparing apple and oranges? Besides I don't want to waste $60 to judge it myself and find out that it sucks.

How are we supposed to say if GW2 is the game for you when we don't even know what kind of games you like (besides tf2). Besides those very basic things you mentioned GW2 and WoW are nothing alike, that's why it's comparing apples and oranges.

I'll just put it simple and this might not answer your question but here it is: in WoW everything in the game is designed around keeping you playing and paying for as long as possible. In GW2 the game is designed around the idea that if it's not fun it shouldn't be in the game. That may or may not extend the life of GW2 but at this point? I'm level 80 with just one character and still have quite a bit left to do on him in the game after an absurd amount of hours. And then you factor in that each race and the choices you make during your character creation affect various aspects of your personal story, quite a lot of replayability there.. and that doesn't even take into consideration any of the pvp options.

The philosophies behind the games design are night and day. I'm not going into details on game play mechanics because the only one who can decide if you like them or not is you. I'd suggest watching some videos on youtube.

Is this game better than WoW?

Personally, yeah. Blizzard's broken a lot of things in WoW to the point where they don't make sense anymore really. Like leveling feels broken, where there's zero challenge, zero death, zero point to utility ability abilities entirely when leveling... And where dungeons are about how much you can solo really in many cases.

I like a challenge, I like trying to make something work, and I love that when I'm dying, it's usually because I was being retarded and not dodging. Some people totally don't understand the point of watching the enemy's attack. :rofl:

@zappa, thanks for the info kind sir! (Y)

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If I had a friend coming over and wanted to try a quick 1v1, the streamlined controls option is one I’d consider to make it a light and fun fight. The one part of the fighting that did not click with me was the grappling. Being taken to the ground brings in an entirely new control mechanism involving mounts and submissions that feel more like quick-time events than the heavy, tactical fighting I had seen so far while standing. The game wants me to hold sticks in certain directions to change the position or pull off submissions, trying to do the opposite actions of the opponent. Even though I tried to get used to this gameplay, it just felt like a momentum killer, and I eventually just wanted to get back on my feet to get back into the action. Legacy and Career It was UFC 6’s career mode that I wanted to play the most when I started it up. I grew up with EA Sports games, and taking my team from the ground to the top has always been my favorite task. UFC 6 has that same option but also offers a more cinematic entrance to the career experience than I expected with ‘The Legacy’ mode. This mini-campaign follows an up-and-coming fighter, Chris Carter, who is attempting to reach the heights his father had reached in the sport. Starting with a small-time gym and coach, the story follows both his growth in the space as well as the growing rivalry with a friend and fighter, Danny Lopez. The fights in this mode are very good at introducing a newcomer like me to the sport and its varying techniques. Cinematics land between the major fights, showing the growing tension between the two fighters as the years go by, feeling the pressure to not miss out on the hard-earned chances. The dialogue can be a little corny at times, especially when the bar fights kick off, but I largely enjoyed the storyline. At the end of it, I was pretty much familiar with all the mechanics of the career mode, unlocking new skills and moves, and how I needed to approach fights, both outside and inside the ring. This story mode isn’t a very lengthy one, so don’t expect an hour-long campaign. Once the conclusion is reached, Carter’s journey continues as if it’s a normal career playthrough, though I decided to start over from scratch now that I have some know-how about the basics. The career mode is very streamlined, which is to be expected considering there isn’t a team to manage like in other EA Sports games. It’s the journey of one fighter. When a fight comes up in the calendar, I could choose how many weeks I dedicate to preparing for it at the gym. A longer prep time gives the opportunity to get my fighter’s fitness up (giving a bonus during fights), earn more money and points for unlocking new skills, and gain more fans to fast-track the rise to stardom. While that sounds like a lot of things to manage, it’s more like a few clicks. There is a social media menu that sometimes pops up with canned replies I can send to fans, and the sponsors are once again a single click away from being assigned as finished. It’s the training aspect that adds a gameplay angle. Using the money from winnings and sponsorships, I was hiring different types of trainers and learning fancier moves to use in the ring. One small thing I appreciated was that it was possible to injure each other during these training sessions. If a trainer goes down in a bad way while sparring, they won’t be available for the remainder of training. If my fighter is injured, it takes valuable time and resources to heal and recuperate. Just like in real life, it makes sense not to go so hard during training sessions and save that energy for the main event. Every training or sponsorship activity I took part in used up the days and weeks I had before the next fight, bringing a balancing element to the whole ordeal. There were times I simulated most of these to just get to the next fight, but the grind for gaining even the slightest bit of advantage while trying not to overdo it is an enjoyable one. Outside of quick fights and career modes, UFC 6 also introduces an almost museum-like mode to explore a trio of fighters considered to be legends of the sport: Max Holloway, Alex Pereira, and Zhang Weili. The aptly named Hall of Legends mode is unlike everything else seen in the game. Each of these fighters has entire levels dedicated to them that I could walk around in and explore their journey into the UFC. This includes footage from real-life fights and interviews about their original inspirations and training methods. Each of these spaces is almost like an interactive documentary. Once the highlights are done, the mode offers the opportunity to take over a deciding fight from the superstars. It’s an impressive transition. Going from the real-life televised event with crowds and commentary to immediately taking over in the game has some real hype behind it. Performance and visuals It’s clear to see that UFC 6 is going for a photo-realism look with its visuals compared to any other fighting game. The fighters don’t look great in selection screens. But inside the arenas, under the flood lights, surrounded by crowds, and facing an opponent, the visuals are more than impressive. As ghastly as it is to witness, things like blood spraying into the mat and muscles reddening as they get pummeled keep improving the immersion. The fluid animations help sell the illusion even further. A missed kick carries the momentum to require a corrective step. Hard punches that glance off blocks give off the air of a hit that still took some wind off the opponent’s guard. The special moves with flips and spins look mega awkward when missing, just as they do in real life. Suffice to say, the Frostbite Engine powering this game is one of the biggest strengths of EA development studios. Playing on the Xbox Series X, the 60 FPS gameplay did not miss the mark or cause any slowdowns that I could detect. I still wish this series were on PC to see just how far the developer can push the engine. One area I continue to have issues with, surprisingly enough, is the menus. The game has fast loading screens, but almost every menu I click through has a large amount of noticeable lag before it registers. This is immensely painful in the career mode, since I have to go through multiple menus between fights to train and do sponsorships, and having a 3-second pause when selecting a simple move between pages is the only time that made me quit the game. Thanks to Xbox’s quick resume, though, I was able to instantly jump back in the next day to the same point (and wade through more laggy menus). Conclusion My primary mission going into this EA Sports UFC 6 review as a newcomer to the series was to find out if this is a good jumping-in point for someone like me. Suffice it to say, the game passed that test with flying colors. Despite the high skill ceiling, the legacy mode introduction campaign, multiple types of accessible controls, and streamlined career had me picking up the basics and fighting styles much faster than I expected. I wish I had gotten to try out competitive multiplayer during my time with the game, too, but the lack of players in the pre-release version prevented this. The impressive visuals and animations, coupled with the impact physics that let me feel every punch and kick easily, made this the most immersive fighting game I have played. The only part that gave me pause was the grappling gameplay, which killed the momentum in most fights. The Flow State amplifying system didn’t hamper the experience, but I also felt like it made more sense for an arcade fighter, not this. Easily the most annoying thing about UFC 6 was its laggy menus, which I hope get some sort of fix later. Returning series veterans might have a completely different experience from me. But for a new fan like me looking to climb ranks and see fighters get floored in spectacular ways, UFC 6 doesn’t miss a step. EA Sports UFC 6 is releasing on June 19 across Xbox Series X|S and PlayStation 5 for $69.99. Ultimate Edition owners can already jump in via advanced access. This review was conducted on the Xbox Series X version of the game provided by EA.
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