How is slowly introducing more and more elements of CEVP respecting the player? I made an informed decision about this game based on the number of hours you told me I would need to play it per month to remain at the absolute top of the game - zero, and that the top would be achievable by anyone, only cosmetic stuff needed significant time investment.
What happened to that? We liked that.
Now you plan to release more power in tiny increments, first ascended, then infused, then super infused, then something else, and on it goes. I'll need to keep playing or else eventually I'll fall significantly behind my guildies, WvW opponents and friends. By the time all the ascended gear is out, you'll increase the level cap and the CEVP starts anew!
And why on earth do you want people to play for so long anyway? Why 30 levels of fractals? Why 250 mats? It's not like we're paying a sub fee here, I don't understand why you want us farming mats for so long!
this is the official response from Mike OBrien:
I loved your post and was about to answer it before you edited it. I'll continue still.
How is introducing VP respecting the player? Because it's fun to be challenged and rewarded. Because it's fun to have the character you play grow and evolve over time. Because ArenaNet (sort of) held a hard line against all VP with GW1 -- no VP ever, year after year -- and it wasn't that fun. It was stagnant.
We use purely cosmetic rewards for things that would be outside the reach of typical players. I have an oft-quoted line about that: "If someone wants to play for a thousand hours to get an item that is so rare that other players can’t realistically acquire it, that rare item should be differentiated by its visual appearance and rarity alone, not by being more powerful than everything else in the game."
Since you're describing yourself as an average player and asking about average players, it shouldn't be out-of-bounds for us to give you something new in the game that's more meaningful to your character than a purely cosmetic change.
"The number of hours you told me I would need to play it per month to remain at the absolute top of the game - zero."
--> No. No one said that. It would be pointless to design a game for those who want to play it zero hours per month.
But rephrase, perhaps to something like this: I want to play a reasonable number of hours per month and still be competitive, not falling behind a power curve that's only accessible to those with the most time. Then that is more along the lines of what we said, and we intend to stick by it.
"I need to keep playing or else eventually I'll fall significantly behind ..." Why on earth do you want people to play for so long?
Well, obviously there are many reasons why it's good for any online world for people to actually play it. But the design motivation here is simple. --> We're intending to build content that's most fun for people who are playing the game, not that's most fun for people who are not playing the game. If you want to take a break for a year, that's fine, but we're not going to freeze the game for you while you're gone. I'm sure we'll make it reasonable for you to catch back up when you return. After all, it's clearly in our best interest to do so.
Why 30 levels of fractals? Because 30+ levels of fractals is good for players who enjoy fractals, and meaningless for players who don't play fractals.
"Why 250 mats? "
That's really core here. It's fine to say that non-cosmetic VP isn't supposed to be grindy or outside the reach of normal players, but then we price some new items at 250 ectos with no other ways to get them, and it's hard to interpret it as other than that. That's a mistake. The design team has committed to fixing that.
This post really makes sense for me. It's also in line with the "there is no endgame" quote which says that gameplay doesn't switch from one system to another (like the sudden raid appearance at max. level in other games) but stays the same. You'll do at 80 what you did from level 1-79. This is what they told us from the beginning.
hence there is no change in design decision. From 1 to 79 my character slowly gets stronger without the mandatory grind in order to get to content I couldn't get otherwise.
There is grind in the game, yes:
- optional grind in order to get better looking gear
- grind for better gear (Ascended gear) which was clearly stated as mistake -> they are working for balancing this
Edited by Maarius, 27 November 2012 - 01:32 PM.