The single player experience
The single player experience
GuildWars Gold is popular in my colleagues. This Guide War game, it is an enigma. The more I play it, the more it engages me, the more fun it becomes, and the more I want to play it.
It takes every MMORPG element that I thought were essential and that I enjoyed and eschews them for something better. It succeeds every time. I have listed a few of these elements as examples of how GW does things better.
I have long had an odd relationship with leveling while earning gw gold. I do not like level caps. Even in Diablo 2, where the closest I ever got to the level cap was 86. Designing a game with a cap that prevents me from getting more powerful is not my thing. Before, I always thought if I want to attain that level 100 and that means I have to earn 94 billion of Guild Wars Gold to exchange experience points. Even reaching that level 20 is not the end of game. You still earn experience and are able gain more skill points. But your progression has stopped. And I could not be happier.
I love crafting in games. Even though I only played ever quest for a few months, I loved its crafting system. Crafting in Neocron was the best I have personally experienced in a game. I was a pretty high level constructor and nothing was more enjoyable than sticking a blue print and the necessary weapon parts into the constructor and pop out a six slot high damage weapon. Crafting is definitely my bag.
No one played as recyclers in Neocron because it was boring. But GW get is right. Salvaging replaces crafting for me. It is another way GW takes something that used to be a grind and grinds it right out of existence.