raspberry jam, on 04 December 2012 - 01:04 PM, said:
-snipped to reduce wall-of-text syndrome-
Incoming wall of text.
I can see where you’re coming from of course, but I’d still have to disagree with your points. First I’ll quickly digress back to my GW1 build. Yes I did stick to one build mostly, but that is not the point I was making. I went through several, perhaps over a dozen, equally viable builds before settling on my Ignite Arrows > Splinter Weapon > Incendiary Arrows combo, and in fact even spent a while as a toucher in RA PvP. However the point is that once I had my preferred style I never had to change it or alter it. While it was true that you could play dozens of different specs and some missions required you plan ahead a bit and make build adjustments beforehand, there was no mid-combat tactical thinking or decision making. You defined a role for yourself and you stuck to it. The moment to moment gameplay was pretty static, regardless of how involved and diverse the preparation phase seemed to be.
That said your example about Sever Artery and Gash verses Jagged Bones and Gash is a pretty bad one. By the same logic the same type of gameplay can be achieved in GW2. I’ll cite an example for you. As a thief I could bring Smoke Screen and a shortbow for Cluster Bomb, intending to use the area stealth effect, or I could forgo the shortbow if I know the warrior in my party has a hammer. Or I could keep the shortbow and forgo Smoke Screen if the engineer uses a flamethrower and still have the same effect. It is literally the same system you just applauded from GW1; Sever Artery and/or Jagged Bones (the bleed condition) was the initiator, Gash is the finisher, and the Deep Wound condition was your resulting effect. It is the same system only you are using in environment effects rather than on character effects.
If I may be so bold, I think, based on your last post to me, your problem is the currently limited number of ways each player and profession have to build off of each other, the limited number of ways skill can interact. In short, our tool box is smaller. However you must consider that GW2 just came out, and GW1 had three expansions worth of additional skills to draw from, so of course its tool set will seem comparatively larger in hindsight. Further I’d be remiss not to bring up the massive balance issues caused by the GW1 system, or the vast number of overlapping skills (there were literally several skills in the game with the exact same effects and stats). And of course, if you don’t think GW1 had its own form of vertical progression via power creep in the skill system you are obviously living in denial.
Finally, while I would agree that granting players increased versatility and cross profession/player synergy would be greatly preferable to a direct statistical increase, it is still ultimately a numbers game. The core rules of the game are already in place, and expressed in simple math as everything within a digital environment has to be (Ones and zeros, remember?), so either way what we’re talking about is the manipulation of data. Vertical progression is simply making important numbers bigger, while horizontal progression is adding ancillary number to the equation to raise complexity (versatility in function).
The problem with this is that vertical progression is predictable, easy to develop, and can be strictly controlled post development. Horizontal progression takes longer to develop, is often underappreciated by the players, takes greater man-hours and budget for implementation and testing, and leads to more wildly unpredictable results post development making it nearly impossible to balance. And this inherent mathematical imbalance is what resulting in GW1 balance being an eternal uphill battle, and why even horizontal progression therein still had a clear vertical slant. Frankly, while I prefer Arena Net not take the path of least resistance here, I don’t begrudge them for doing so given the unfair time constraints they are forced to work under because of fan-boy bitching.
You have to admit that we’re not exactly giving them a lot of time to solve these problems, especially considering that when you get right down to it what most of the people here on guru and other such places are demanding is that they make future problems even harder to solve. By that I mean that horizontal progression is inherently more complex to program and balance, and more unpredictable as I’ve said. And this means that such issues in the future will take more work to resolve because of the more complex math we’ve demanded they use, and as such future content will be even harder to develop because of these interlocking and increasingly complex systems, leading to even more unforeseen issues needing to be resolved. In the end, I honestly don’t think the community realizes just what they are asking for, and what that entails.
We’re impatient because we don’t understand, and we don’t understand because we’re too impatient to consider all the details. As has been suggested before by myself and others; take a break, catch your breath, and come back later. No sense in stressing yourself and Arena Net out by continually complaining about problems that simply can’t be solved anytime soon. I didn’t say won’t, that implies Arena Net is slacking off, I said can’t. You’d be surprised how often the element of time is overlooked in discussions of research and development in any field.
That said your example about Sever Artery and Gash verses Jagged Bones and Gash is a pretty bad one. By the same logic the same type of gameplay can be achieved in GW2. I’ll cite an example for you. As a thief I could bring Smoke Screen and a shortbow for Cluster Bomb, intending to use the area stealth effect, or I could forgo the shortbow if I know the warrior in my party has a hammer. Or I could keep the shortbow and forgo Smoke Screen if the engineer uses a flamethrower and still have the same effect. It is literally the same system you just applauded from GW1; Sever Artery and/or Jagged Bones (the bleed condition) was the initiator, Gash is the finisher, and the Deep Wound condition was your resulting effect. It is the same system only you are using in environment effects rather than on character effects.
If I may be so bold, I think, based on your last post to me, your problem is the currently limited number of ways each player and profession have to build off of each other, the limited number of ways skill can interact. In short, our tool box is smaller. However you must consider that GW2 just came out, and GW1 had three expansions worth of additional skills to draw from, so of course its tool set will seem comparatively larger in hindsight. Further I’d be remiss not to bring up the massive balance issues caused by the GW1 system, or the vast number of overlapping skills (there were literally several skills in the game with the exact same effects and stats). And of course, if you don’t think GW1 had its own form of vertical progression via power creep in the skill system you are obviously living in denial.
Finally, while I would agree that granting players increased versatility and cross profession/player synergy would be greatly preferable to a direct statistical increase, it is still ultimately a numbers game. The core rules of the game are already in place, and expressed in simple math as everything within a digital environment has to be (Ones and zeros, remember?), so either way what we’re talking about is the manipulation of data. Vertical progression is simply making important numbers bigger, while horizontal progression is adding ancillary number to the equation to raise complexity (versatility in function).
The problem with this is that vertical progression is predictable, easy to develop, and can be strictly controlled post development. Horizontal progression takes longer to develop, is often underappreciated by the players, takes greater man-hours and budget for implementation and testing, and leads to more wildly unpredictable results post development making it nearly impossible to balance. And this inherent mathematical imbalance is what resulting in GW1 balance being an eternal uphill battle, and why even horizontal progression therein still had a clear vertical slant. Frankly, while I prefer Arena Net not take the path of least resistance here, I don’t begrudge them for doing so given the unfair time constraints they are forced to work under because of fan-boy bitching.
You have to admit that we’re not exactly giving them a lot of time to solve these problems, especially considering that when you get right down to it what most of the people here on guru and other such places are demanding is that they make future problems even harder to solve. By that I mean that horizontal progression is inherently more complex to program and balance, and more unpredictable as I’ve said. And this means that such issues in the future will take more work to resolve because of the more complex math we’ve demanded they use, and as such future content will be even harder to develop because of these interlocking and increasingly complex systems, leading to even more unforeseen issues needing to be resolved. In the end, I honestly don’t think the community realizes just what they are asking for, and what that entails.
We’re impatient because we don’t understand, and we don’t understand because we’re too impatient to consider all the details. As has been suggested before by myself and others; take a break, catch your breath, and come back later. No sense in stressing yourself and Arena Net out by continually complaining about problems that simply can’t be solved anytime soon. I didn’t say won’t, that implies Arena Net is slacking off, I said can’t. You’d be surprised how often the element of time is overlooked in discussions of research and development in any field.
Edited by Arkham Creed, 04 December 2012 - 03:59 PM.









