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Thank you for an amazing game, constructive criticism though

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#1 Mimterest

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Posted 10 September 2012 - 12:17 PM

First of all, a big thank you to Anet for making Guild Wars 2, it is amazing! I do have a few gripes with the game and I will go over them in this post and outline what I believe is the issue and sometimes offer suggestions.

1. Dungeon enemies. The dungeons are supposed to be challenging yet fun, I think the challenge is right at the moment, but a part of it is done in an annoying way: by multiplying the health and survivability of foes. My dungeon experiences so far have been tedious, because every enemy takes at least a minute to kill, often longer. I feel like I'm hitting everything with a wet noodle, and it feels more ridiculous when it's another human (my Guardian is a human).


2. Dungeon rewards. The explorable mode rewards have been made into a huge grind, I am assuming to make the game last longer. In my opinion the artificial lengthening of content is one of the worst mistakes in current MMO design, and even more tedious than the time to kill dungeon enemies. I get that special armor looks should be hard to get, but getting them should be fun, and as it is now the dungeons are not fun to me or many of my friends. Knowing that I'd have to run the same dungeon 59 times just for one set of armor that's barely a stat upgrade and just different looks for my gear, and just maybe a stat combination for some build I could make, I just won't bother instead.


3. The PVP System. I love sPVP, it's fun. But where is everything other than capture points? There is no capture the flag, there is no Guild vs Guild, there is no team deathmatch, with or without npcs. There's the tournaments, but I'd love to see Hall of Heroes make a return too. As it is now, the PVP options of the first Guild Wars were far more fleshed out and more defined. Also, games should not accept new people when it's 495 to 50 points. :P


4. Events. Anet hyped that events can make huge changes to a zone and have a significant impact in how things work (or which don't work), but they are all very self-contained and have no impact that lasts longer than 30 minutes at max. There should be more meaningful events, like a meta event that slightly influences the entire game zone for up to several hours. Imagine if the poisoning of Queensdale's water supplies would actually spread sickness across the zone, and you would get experience and karma just handing out antidotes, you could hunt down poisonous enemies for antidote ingredients, new events would appear across the zone, maybe a farm or two would become abandoned, and so on. Fixing things that are a result of the poisoning of the water would eventually lead to returning the zone to normal.

Also, it seems like the existing world events are almost all entirely too easy, at least on a high population server. The only ones I ever remember failing are high level world boss events and unbalanced unwinnable events, or events that are straight out bugged.

5. Minigames. Where are all the minigames? Anet hyped that there's lots of them in the game, yet I've to see more than three having been to nearly every zone. I'd love to see some special casual PVP types at Heart of The Mists, like the end of beta event Hunger Royale, that would make an excellent PVP minigame! All it needs is a queue system that's more visible than "you are queued". It can be very simple things too, such as climbing trees to find fruit (jump puzzles are popular :P), or a race with set skills and a hidden aura that removes speedboost boons and traits.

#2 Micalovits

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Posted 10 September 2012 - 12:28 PM

1)Completely agree with you, some of the mobs are just taking to long to kill, without them actually being a danger, or at least not being able to wipe the entire party.
2)While the rewards were a little to easy to get in the beta IMO, this is to much. I personally have only played each of the paths once or twice, and then got a weapon. But it's just far to much to actually care about the entire set.
3)Remember that they just launched, it is probably something they will add in the future. They have already said that they have tested other modes in the early states of the game, so there will probably be more coming.
4)What level are you? Because the further you get in game, the more impact they have. I have found them to have quite a lot of impact on higher level zones, and basically none in the starter areas.
5)I know there is Keg brawl in the Norn city, but i don't know if there are more than that. Again, something that will hopefully come more of later, but it would have been nice if it was there from start

#3 Mimterest

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Posted 10 September 2012 - 12:34 PM

I am currently a fresh level 80, and Straits of Devastation doesn't seem to have long term effects in failing events either. Will keep exploring more of it, though!

#4 XgreatArtist

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Posted 10 September 2012 - 12:34 PM

i do feel they need to make the events more impactful at lower levels.
i agree with all you say. Something needs to be done.

#5 Guldur

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Posted 10 September 2012 - 12:58 PM

View PostMimterest, on 10 September 2012 - 12:17 PM, said:

1. Dungeon enemies. The dungeons are supposed to be challenging yet fun, I think the challenge is right at the moment, but a part of it is done in an annoying way: by multiplying the health and survivability of foes. My dungeon experiences so far have been tedious, because every enemy takes at least a minute to kill, often longer. I feel like I'm hitting everything with a wet noodle, and it feels more ridiculous when it's another human (my Guardian is a human).

This one is the main gripe for me. I have done all dungeons and there are several bosses and mobs that will either wipe you fast or once you figure it out, it will just be a tedious fight where no one will die but we will sit there hitting the target for 10 minutes. If they halved all bosses' health the difficulty of the dungeon would remain the same but it would flow so much better.

Also, they really need to improve melee players lives, right now its impossible to get close to 90% of the dungeon bosses. No matter your class or your playstyle, you are always forced to go ranged and I really dislike it.

#6 Opollo

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Posted 10 September 2012 - 01:28 PM

Agree with the dungeons. Dungeons are poorly designed. I mean...bosses that one shot you..

WHO thought of that great idea...

#7 Mimterest

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Posted 10 September 2012 - 03:15 PM

I personally don't find most of the bosses too much to handle, yeah I'll get downed sometimes. that's what my team is for ^^ and dodges.. and heals.. (to not get downed xD)

I just find the normal enemies being tougher than a bag of bricks very tedious and annoying.

Edited by Mimterest, 10 September 2012 - 03:16 PM.


#8 Guldur

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Posted 10 September 2012 - 03:47 PM

View PostMimterest, on 10 September 2012 - 03:15 PM, said:

I just find the normal enemies being tougher than a bag of bricks very tedious and annoying.

I wouldn't care if the enemies hit harder but had less hp. They aren't difficult, just tedious.

#9 Milennin

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Posted 10 September 2012 - 03:52 PM

I'd agree with the dungeon mobs. Well, I haven't even done explorable yet, but I found Ascalonian Catacombs to be pretty tedious beating up on a basic ghost mob for 5 minutes with a team.

About mini-games, yeah... I'm guessing they didn't have time to add them to the game yet, and will be implemented some time later.

#10 Red_Falcon

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Posted 10 September 2012 - 04:13 PM

1-2-3 = Good points.
It's no secret dungeons need to be reworked, bosses one-shotting people is cheap and boring, rewards need improvement.
sPvP is obviously in major need of other systems outside "cap the point".

4 = Further in the game there are zones exactly like Anet said.
In early zones events can't properly chain because people are completing them as soon as they spawn.

5 = Many hearts involve mini-games to be completed.
Things such as morphing into a pig to find truffles, manage a tavern, jumping puzzles, minipet battles etc are in.

#11 drosera123

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Posted 10 September 2012 - 04:34 PM

I'm annoyed that, at least for the first dungeon, the enemy bosses are all human. I'm sorry, but that's just boring to me. Where are the large animal/monster/odd creature bosses? I'm sure many people find it more interesting to get to the end of a dungeon and then fight an exotic creature, rather than yet another Human model with different clothes on.

Edited by drosera123, 10 September 2012 - 04:53 PM.


#12 rukia

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Posted 10 September 2012 - 04:41 PM

View PostOpollo, on 10 September 2012 - 01:28 PM, said:

Agree with the dungeons. Dungeons are poorly designed. I mean...bosses that one shot you..

WHO thought of that great idea...

This times a million... it's the reason I am not really playing right now. FIX MELEE OMG.

/endrage

#13 Maconi

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Posted 10 September 2012 - 04:43 PM

I think it's painfully obvious ArenaNet ran out of time when making GW2. So many things feel half-finished or unbalanced.

I'm hoping that they'll address all these issues eventually and make GW2 the game it was truly meant to be. Hopefully the general public won't give up/move on before then.

Edited by Maconi, 10 September 2012 - 04:43 PM.


#14 Kirk

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Posted 10 September 2012 - 04:46 PM

I can't comment on sPvP as I haven't done any yet, however I have had a mild experience with dungeons and I completely agree with you.

I am a little disappointed with events, they're not as "world changing" as arenanet made them out to be but they have done a good job of them.

As for minigames, i've found one which was the cattlepult.

Overall though I love the game despite few disappointments.

#15 Br0nxBrewer6673

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Posted 10 September 2012 - 05:03 PM

Just throwing this out there. Guild wars 2 has its own fourm. I doubt the devs from there visit this site.

#16 Kaguchan

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Posted 10 September 2012 - 05:07 PM

Quote

3. The PVP System. I love sPVP, it's fun. But where is everything other than capture points? There is no capture the flag, there is no Guild vs Guild, there is no team deathmatch, with or without npcs. There's the tournaments, but I'd love to see Hall of Heroes make a return too. As it is now, the PVP options of the first Guild Wars were far more fleshed out and more defined. Also, games should not accept new people when it's 495 to 50 points. :P

Cannot agree more here, I'd love to see GvG, deathmatch, duel function and stuff like capture the flag. Maybe it'll come, I am very optimistic!

As for Minigames, I am sure there is planned alot. You saw the Asura portal which leads to a Polymock area which is "currently under construcktion"? Dunno if you played GW1, then you'll know this minigame. I am very sure there will be more minigames soon.

#17 chrispytoast

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Posted 10 September 2012 - 05:09 PM

View Postdrosera123, on 10 September 2012 - 04:34 PM, said:

I'm annoyed that, at least for the first dungeon, the enemy bosses are all human. I'm sorry, but that's just boring to me. Where are the large animal/monster/odd creature bosses? I'm sure many people find it more interesting to get to the end of a dungeon and then fight an exotic creature, rather than yet another Human model with different clothes on.

Of course all the bosses are human, you are fighting the ghosts of Ascalon, If you played GW1 or paid attention to the story it is the resting place of all human, Why would you see a monster in this area? After you beat the story dungeon He says there is much worse things waiting below us which I can only assume since I have not done explorable mode yet that they will no longer be all human.

#18 Drachasor

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Posted 10 September 2012 - 05:12 PM

View PostMimterest, on 10 September 2012 - 12:17 PM, said:

4. Events. Anet hyped that events can make huge changes to a zone and have a significant impact in how things work (or which don't work), but they are all very self-contained and have no impact that lasts longer than 30 minutes at max. There should be more meaningful events, like a meta event that slightly influences the entire game zone for up to several hours. Imagine if the poisoning of Queensdale's water supplies would actually spread sickness across the zone, and you would get experience and karma just handing out antidotes, you could hunt down poisonous enemies for antidote ingredients, new events would appear across the zone, maybe a farm or two would become abandoned, and so on. Fixing things that are a result of the poisoning of the water would eventually lead to returning the zone to normal.

I haven't had time for dungeons yet, so I can't comment on that.

For Events I'd like to see two main things.

RANDOMIZATION.  I want each event to have a half-dozen random elements.  Each one of them impacts how you deal with that event.  Enemies that fight differently, are organized differently, paths that go through dangerous areas, and other surprises and unexpected things.  I want what will happen on an event to be unpredictable and for that to matter.

I would like to see some larger event chains and no "end point" on any event chain.  Rather, I'd like long event loops.  So if you are doing really well in a zone, maybe you can pretty much chase all of the centaur out.  Of course, then a new enemy moves in and has their own set of events (of course some events would stay the same, but the point is that you'd make a noticeable difference to the zone).  Over time that enemy could get pushed out.  It would be nice if every zone had at least a few potential major enemies like this.

#19 drosera123

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Posted 10 September 2012 - 05:34 PM

View Postchrispytoast, on 10 September 2012 - 05:09 PM, said:

Of course all the bosses are human, you are fighting the ghosts of Ascalon, If you played GW1 or paid attention to the story it is the resting place of all human, Why would you see a monster in this area? After you beat the story dungeon He says there is much worse things waiting below us which I can only assume since I have not done explorable mode yet that they will no longer be all human.

OK, i agree, i see your point. I had a look at the explorable mode version of the dungeon, and indeed there are monsters to quench my thirst. Thanks, i feel better now, monsters ahoy!

#20 Vlak

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Posted 10 September 2012 - 05:45 PM

View PostOpollo, on 10 September 2012 - 01:28 PM, said:

Agree with the dungeons. Dungeons are poorly designed. I mean...bosses that one shot you..

WHO thought of that great idea...

Developers that believe talented players still exist. Dodge is your friend; use it. One shot doesn't kill you, one shot puts you in a downed state. There are countless abilities that give you protection. Countless buffs, countless consumables that improve your damage and reduce damage upon you.

Have you ever thought about the repercussions that would occur if they were to dumb down the dungeon encounters? Everyone would be running dungeons, everyone would have the sets. The content would grow stale way too quickly.

I'm sorry if you don't want to grind for looks, but some of us are willing to do so to set us apart from those that do not.

#21 Mimterest

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Posted 10 September 2012 - 05:49 PM

View PostBr0nxBrewer6673, on 10 September 2012 - 05:03 PM, said:

Just throwing this out there. Guild wars 2 has its own fourm. I doubt the devs from there visit this site.

Funny, I'd have posted this there already if there was A SECTION FOR IT. :P

#22 Vlak

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Posted 10 September 2012 - 06:04 PM

Devs actually do read these forums FYI




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