Mootillay, on 06 November 2012 - 03:22 PM, said:
Counterexample: Infinite spawns in SE. My point was that, given the way the dungeons go, it's possible to believe that something like that is an intentional mechanic rather than a bug, which points to a systemic problem with the dungeon design philosophy. In other words, "if you're not a hardcore masochist, dungeons aren't for you." I, like many players, am not a hardcore masochist. Therefore, it doesn't take long to see that dungeons aren't an offering. And if you go the other way, those who DO like it had already "dungeon mastered" within the first month, so either way, bad example.
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This claim comes up all the time, but it's false. The ORIGINAL plan was to be a short PvE game followed by a PvP endgame. That was wisely abandoned when Anetrealized that the majority of their player base didn't care about PvP in 2006 (evidenced clearly by the design of Nightfall). So if "since 2005" you meant to say "for the first year" then there's some truth to your words. Otherwise, no.
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An objectively bad story is an objectively bad story. For starters, the different race/class stories stop in the level 25-35 range, where the Order stories start. You can go through every branch of every race's early PS quests in less than a weekend each. Then three times for each order story. Definitely not even close to a year's content each, and that's assuming you don't get bored with them once you realize that the entire 2nd half of your personal story is playing henchman to a photosynthetic Marty Stu.
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Don't make demonstrably false claims, and they won't have to be debunked. There are certainly a lot of criticisms from that "audience that is quite happy." But naturally, you'll certainly dismiss those as "Entitled QQing, they don't have to do X." You're happy with the game, fine. Don't presume to speak for everyone else, it's douchey.
Edited by Targren, 06 November 2012 - 04:02 PM.









