Jump to content

  • Curse Sites
Help
* * * * * 8 votes

A seven-step guide to fix GW2's PvE


  • Please log in to reply
82 replies to this topic

#61 Millimidget

Millimidget

    Vanguard Scout

  • Members
  • 499 posts

Posted 15 February 2013 - 10:58 PM

View PostAKGeo, on 13 December 2012 - 08:43 PM, said:

It's lose-lose if you're influenced by the vocal minority that is the forum-using community.
So it would be lose-lose to implement some or all of these changes?

Anyway, the guy is right that you can't just go and disable the heart quests; the super-casuals will rise up and QQ. I guess you could say, "well screw the super-casual," but that's what hardcore players have been trying to say for years about the casuals (there's always someone more casual...right on down to the Lennie Small's of gaming).

EDIT: It's worth noting that something towards this effect already plays out when the heart quest giver enters combat or dies and needs to be revived. Obviously the OP is referring to something far greater, but I just thought I'd point that out.

Edited by Millimidget, 16 February 2013 - 01:30 AM.


#62 Inraged Twitch

Inraged Twitch

    Vanguard Scout

  • Members
  • 412 posts
  • Location:T-Town WA
  • Profession:Mesmer
  • Guild Tag:[MGW]
  • Server:Henge of Denravi

Posted 15 February 2013 - 11:52 PM

I agree with every single one EXCEPT the heart change.  Most of the hearts are painfully boring to do and the events help speed them up quite a bite.

Edited by Inraged Twitch, 15 February 2013 - 11:54 PM.


#63 Bohya

Bohya

    Vanguard Scout

  • Members
  • 216 posts

Posted 16 February 2013 - 12:09 AM

What there needs to be is zones relating to the actual story of the game. We are meant to be preparing and fighting against the overlooming threat of the dragons, so it doesn't make sense that 95% of the events and heart quests in the zones are to do with picking cotton and scaring moas out of bushes. Wrath of the Lich King's zones had a sense of progression as you moved through it, but there is absolutely none in Guild Wars 2 (even in Orr itself). Events and hearts should all coincide with each other and there should be a faint route that guides you between them. Other than the personal story, which is utter shite, there is no real story in Guild Wars 2.

#64 Sandpit

Sandpit

    Vanguard Scout

  • Members
  • 159 posts

Posted 16 February 2013 - 01:38 PM

If GW2 was all about the dragons it would be a very boring one dimensional game. Each zone needs to have it's own story and point to it. Some of these could be linked, but the world must not be a one-trick pony, it has to be able to stand on it's own with viable end-game content everywhere.

Events also need to have a default timeout (long duration) as a safety net against all the bugs that break events. I am suprised how many broken events there are, that really needs work to resolve.

Edited by Sandpit, 16 February 2013 - 01:41 PM.


#65 Skyward

Skyward

    Asuran Acolyte

  • Members
  • 65 posts

Posted 16 February 2013 - 05:49 PM

I agree with what the opp says about rewards. But not with the event ideas. Actually I think the basic problem is that GW2 is no real MMORPG. Players should earn exp. and items by killing monsters, not by doing events. Events only add something extra. That being said I would vote for LESS events and MORE random monsters on maps. Not every time the same groups, but really different mobs at different places popping up. Not very difficult to implement (a random generator triggering 1-20 different mobs would already do). AND make rewards come from killing monsters instead of events...

#66 Haggus

Haggus

    Asuran Acolyte

  • Members
  • 60 posts

Posted 16 February 2013 - 05:58 PM

View PostSkyward, on 16 February 2013 - 05:49 PM, said:

I agree with what the opp says about rewards. But not with the event ideas. Actually I think the basic problem is that GW2 is no real MMORPG. Players should earn exp. and items by killing monsters, not by doing events. Events only add something extra. That being said I would vote for LESS events and MORE random monsters on maps. Not every time the same groups, but really different mobs at different places popping up. Not very difficult to implement (a random generator triggering 1-20 different mobs would already do). AND make rewards come from killing monsters instead of events...

So, in other words, you would vote for this game to be more of a cookie cutter MMO.  WoW, et all, are that way.  have fun killing your ten boars ---->

#67 Sword Hammer Axe

Sword Hammer Axe

    Sylvari Specialist

  • Members
  • 846 posts

Posted 16 February 2013 - 08:39 PM

I think the most important thing is adding something unique to the different group events so more people would do them. A karma vendor with unique skins, a uniquely skinned weapon drop, something unique for the forge, anything really, as long as people get a reason to want to beat those things.

I personally believe unique weapon and armor loot would be awesome. They'd be something that'd make people want to farm these things. Like kill the Wasp Queen in Queensdale and have a rare chance of getting a special longbow or something that is tradeable so people would want to farm this thing and use the TP. If every group event had these kinds of things, then chances are that people would scatter into PvE, excited for that unique loot.

#68 lomi

lomi

    Fahrar Cub

  • Members
  • 29 posts
  • Profession:Warrior
  • Guild Tag:[TDA]
  • Server:Seafarer’s Rest

Posted 16 February 2013 - 09:02 PM

Hope u posted that in official forums!

#69 Uhhsam

Uhhsam

    Asuran Acolyte

  • Members
  • 130 posts
  • Guild Tag:[GOO]
  • Server:Ehmry Bay

Posted 16 February 2013 - 09:38 PM

I just remember one of the things I liked about other MMOs is just finding a nice place to kick back and bash face for a while, rather than feeling compelled to rush from over-played event to over-played event.  That is why I would like to see them place more emphasis on non-event enemies, since there is almost no reason to waste time on them as things are now.

Perhaps if all enemies not tied to an ongoing event had a chance to drop the tiny karma consumables.  As you go up in enemy difficulty, they drop larger varieties of karma items, with champions potentially (or guaranteed?) dropping jugs.  That way people who aren't into following event chains can still get karma rewards and won't feel like they are being ripped off by not defending some village for the 500th time.

Also, maybe there could be a boon similar to the ones from GW1:EotN that rewarded you for continuing to kill random enemies.  For those who didn't play Eye of the North, you could talk to certain NPCs in various zones (Either Asuran, Norn, Ebon Vanguard, or Deldrimor) and it tracked the number of enemies you killed and rewarded you as the count grew.  Perhaps in GW2, they could have a similar system where as you killed non-event enemies, you gained increased magic find or other buffs up to a certain limit, and it decayed over time or reset if you killed an event enemy, since events come with their own built-in reward.

Events are fine, and all, but I just feel like ArenaNet got too proud of them and tried to design the game around forcing people into doing them over and over.

Edited by Uhhsam, 16 February 2013 - 09:45 PM.


#70 Zan7

Zan7

    Fahrar Cub

  • Members
  • 46 posts

Posted 16 February 2013 - 09:56 PM

I can already see Anet replying that all these changes would require a lot more money.

#71 Skyward

Skyward

    Asuran Acolyte

  • Members
  • 65 posts

Posted 16 February 2013 - 11:14 PM

View PostHaggus, on 16 February 2013 - 05:58 PM, said:

So, in other words, you would vote for this game to be more of a cookie cutter MMO.  WoW, et all, are that way.  have fun killing your ten boars ---->

No, I'm talking about balance and variation. Get us some suprises instead of the same monsters on the same spots day in day out, reward it accordingly. So if you meet some bridgetrolls you could fight them or pay them to pass. Easy? Well the next time you get by there may be a boss popping up, or a dragon challenging you for a riddle (causing a fight if you don't resovle it), or it may trigger an event... So events? Yes, but not always.

#72 Jump_N_Move

Jump_N_Move

    Vanguard Scout

  • Members
  • 169 posts

Posted 17 February 2013 - 02:23 PM

Won't happen. They already nerfed events and spawn rates to limit gold/karma farming. These suggestions would just be cyclic of the beta.

The Live GMs is an interesting suggestion but sadly no. Anet can barely keep up their patch schedule. Any help needs go to content development.

Throwing more events at people is not a good solution or a replacement for a PvE AI. Anet already realized this which is why they focused on dungeons, pve mini-dungeons and jumping puzzles. Giving people an excuse to wander PvE maps as opposed to forcing people to grind DEs. Still none of this is a replacement for the lack of teamwork needed to play this game. This is a single player solo farm game, that they tried to throw PvP on top of. The need for teamwork and socializing was removed when dedicated roles were removed.

The 'everyone must be able to do everything and no one can be barred from anything' attitude has backfired. It is the very bane of this game.

#73 fatrodmc

fatrodmc

    Asuran Acolyte

  • Members
  • 98 posts
  • Guild Tag:[uA]
  • Server:Isle of Janthir

Posted 18 February 2013 - 11:48 PM

View PostJump_N_Move, on 17 February 2013 - 02:23 PM, said:

Won't happen. They already nerfed events and spawn rates to limit gold/karma farming. These suggestions would just be cyclic of the beta.

The Live GMs is an interesting suggestion but sadly no. Anet can barely keep up their patch schedule. Any help needs go to content development.

Throwing more events at people is not a good solution or a replacement for a PvE AI. Anet already realized this which is why they focused on dungeons, pve mini-dungeons and jumping puzzles. Giving people an excuse to wander PvE maps as opposed to forcing people to grind DEs. Still none of this is a replacement for the lack of teamwork needed to play this game. This is a single player solo farm game, that they tried to throw PvP on top of. The need for teamwork and socializing was removed when dedicated roles were removed.

The 'everyone must be able to do everything and no one can be barred from anything' attitude has backfired. It is the very bane of this game.

I don't know if that is correct. I think DE's are largely ignored because there is no one on the map to play them. Going with homeworlds over districts  is the real bane of this game. And there is still a need for teamwork, temple of Lyssa for example. Most DE's need to be more like that one though. Too many of them are just stand there and shoot a boss with 1m hit points.

#74 lmaonade

lmaonade

    Seraph Guardian

  • Members
  • 1122 posts
  • Location:That one place with the thing
  • Guild Tag:[NGE]
  • Server:Crystal Desert

Posted 19 February 2013 - 12:13 AM

totally agree with #3, I don't know why people choose Queensdale to do their dailies when they can choose Metrica Province because that place has like 5 events going on at any place.

and as a personal preference there needs to be more "epic" type events (chains), something in between dragon lieutenants (Shatterer, Claw, etc), and the usual champion giant/ettin/etc, on the one had dragon lieutenants are awesome and epic, but too impersonal as the event itself is way too big, while the champion events just feel like taking on a randomly found champion, there should be some in betweens and I'd say take a page from final fantasy's book with it's hunt/vanquish missions.

#75 Doctor Overlord

Doctor Overlord

    If you hate MMOs....

  • Members
  • 5200 posts
  • Location:Austin, TX
  • Guild Tag:[MOA]
  • Server:Sanctum of Rall

Posted 19 February 2013 - 05:20 PM

Interesting to read this point after Colin came out and mentioned adjusting the loot on champions and vets.

I tend to agree that the rewards could be adjusted further and I particularly like the zone-wide notifications!

Idea #2 is interesting but I think it should be restricted to higher-level zones.   No reason to freak out low level players by having them face a really nasty event that has been successfully done.  Or better yet the iterative scaling could be gradual.  Move it up or down by +/- 1 for level 15 zones, +/- 2 for level 25 zones until it is at the max range for level 80 zones.

Same thing with Idea #6, a whole zone getting attacked with disabled hearts is interesting but it should be restricted to higher level zones.   A newbie shouldn't stumble into Queensdale and see that happening when they're just trying to learn the game.

Live GMs would be interesting as well.  I'm sure it's more complicating than implied but it has been done in other games.   Still after the hideous fiasco that was Lost Shores I'm not sure I want to see ArenaNet go the route of one-time events unless they work things out things like culling.   Plus lag will always be an issue in one-time events so perhaps it would be better to have multiple events going on in different zones to spread out the population.   But that adds to cost too.

View Postlmaonade, on 19 February 2013 - 12:13 AM, said:


totally agree with #3, I don't know why people choose Queensdale to do their dailies when they can choose Metrica Province because that place has like 5 events going on at any place.
Meatoberfest is my place for dailies!   :)  


Maybe it was ArenaNet's intent that players would go back to low-level zones to complete dailies, it certainly seems the most efficient way to do most of them.

Edited by Doctor Overlord, 19 February 2013 - 05:21 PM.


#76 Nilerax

Nilerax

    Vanguard Scout

  • Members
  • 223 posts
  • Location:Netherlands
  • Profession:Elementalist
  • Guild Tag:[DVDF]
  • Server:Ring of Fire

Posted 19 February 2013 - 11:04 PM

View Postlomi, on 16 February 2013 - 09:02 PM, said:

Hope u posted that in official forums!

What this person said for 200%! :D

I seriously love the idea you explained so... thoroughly! And also, it would be an amazing idea to have warzones!

I hope Anet would consider these ideas as potential plans for the future, seeing as they come very close to what I expected from the game.

#77 theoxygenthief

theoxygenthief

    Asuran Acolyte

  • Members
  • 57 posts

Posted 20 February 2013 - 06:50 AM

These are the best recommendations I've ever seen. I was about to post my own but this is even better than I could have imagined. You, sir, deserve a medal (or other level appropriate loot reward).

#78 DarkGanni

DarkGanni

    Vanguard Scout

  • Members
  • 152 posts

Posted 20 February 2013 - 05:11 PM

Good list, the reward balancing part is a good idea.

Low level areas don't offer much rewards, going back to them is almost pointless (unless you're doing the daily). I hate to say it but sometimes it's like ANet is holding us from making decent money to encourage gem store sales.

I'd like to add that the game looks dead cause there's 51 servers, no other mmo that I know has this much. Do we really need this much? I can understand this is a no sub fee game and they have their tactic but squeezing the population in less servers would result in a more live game, not sure how that would fare bandwidth wise.

#79 tfckmk988

tfckmk988

    Asuran Acolyte

  • Members
  • 84 posts
  • Location:VA
  • Profession:Engineer
  • Server:Kaineng

Posted 20 February 2013 - 05:21 PM

View PostDarkGanni, on 20 February 2013 - 05:11 PM, said:

Good list, the reward balancing part is a good idea.

Low level areas don't offer much rewards, going back to them is almost pointless (unless you're doing the daily). I hate to say it but sometimes it's like ANet is holding us from making decent money to encourage gem store sales.

I'd like to add that the game looks dead cause there's 51 servers, no other mmo that I know has this much. Do we really need this much? I can understand this is a no sub fee game and they have their tactic but squeezing the population in less servers would result in a more live game, not sure how that would fare bandwidth wise.
i think part of that is to prevent WvW from getting stale in terms of who your fighting

#80 aspi

aspi

    Sylvari Specialist

  • Members
  • 905 posts
  • Profession:Elementalist
  • Server:Fissure of Woe

Posted 22 February 2013 - 11:28 AM

Nice ideas and all, what about the time and effort needed to implement such changes.

#81 AKGeo

AKGeo

    Sylvari Specialist

  • Members
  • 819 posts

Posted 23 February 2013 - 05:36 AM

View Postaspi, on 22 February 2013 - 11:28 AM, said:

Nice ideas and all, what about the time and effort needed to implement such changes.

People are getting paid for their time and effort to create a game worth playing.

Money. Money is your answer.

#82 aspi

aspi

    Sylvari Specialist

  • Members
  • 905 posts
  • Profession:Elementalist
  • Server:Fissure of Woe

Posted 25 February 2013 - 10:46 AM

View PostAKGeo, on 23 February 2013 - 05:36 AM, said:

People are getting paid for their time and effort to create a game worth playing.

Money. Money is your answer.
There is not a lot of money to be made when you have to rewrite some of the basic things in the game. Do you think it will attract more new people when they implemented some of these changes?
If money is the key Anet could get some more if they work their asses off for a complete expansion. Like they did when gw1 was released, all of  sudden the world was twice as big and more fun.

#83 AKGeo

AKGeo

    Sylvari Specialist

  • Members
  • 819 posts

Posted 25 February 2013 - 09:10 PM

View Postaspi, on 25 February 2013 - 10:46 AM, said:

There is not a lot of money to be made when you have to rewrite some of the basic things in the game. Do you think it will attract more new people when they implemented some of these changes?
If money is the key Anet could get some more if they work their asses off for a complete expansion. Like they did when gw1 was released, all of  sudden the world was twice as big and more fun.

And...those new expansions didn't draw new players? What if a new expansion came with some fundamental reworkings of the game's mechanics?

Anet went through some major mechanical reworking of GW1 in its first year, and not only did it attract new players, it brought existing players back. Myself included. I quit because of the attribute point system requiring refund points gained by earning skill points. That was unwieldy and made my character suffer because I was trying new builds then was stuck with them for at least 20 skill points. When Factions came out I came back to test it out with the preview weekend, found that the system was changed along with many of the pvp arenas, and stuck around.

Yes, changing fundamentals of the game will get new players. People who through word of mouth claiming that GW2 sucks (although it really doesn't, it just doesn't have incentive to do 90% of the PvE content after the first run-through) can keep themselves abreast of the changes and maybe come back, bringing those same word-of-mouth lost sales with them.




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users