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Daily achievements change


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#211 raspberry jam

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Posted 06 February 2013 - 09:57 AM

View PostProtoss, on 06 February 2013 - 09:15 AM, said:

It's been a week since the change and I have yet to earn my first laurel. I came THIS close to earning it yesterday when I was missing just a few more revives. But the problem was that I played the game for almost 2 hours, on multiple characters, in multiple zones and multiple servers and I didn't come across enough corpses.
That's bullshit.
It would be bullshit even if it worked well, so yeah...

#212 Ojikes

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Posted 06 February 2013 - 10:24 AM

I like the way it works now more then before. :P Different things to do instead of doing the same crap over and over everyday.

#213 two maces

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Posted 06 February 2013 - 11:00 AM

The daily dodger is incredibly unintuitive. I have to time my dodges to coincide with Wurm burrowing in order to complete it. My usual playstyle is to burn stuff and pre-emptive dodge, but that doesn't count unless there's an actual attack focused on me.

#214 astromarmot

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Posted 06 February 2013 - 11:13 AM

Regardless of the maze they put in front of us, we just keep chasing the cheese...

#215 Lordkrall

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Posted 06 February 2013 - 11:22 AM

View Posttwo maces, on 06 February 2013 - 11:00 AM, said:

The daily dodger is incredibly unintuitive. I have to time my dodges to coincide with Wurm burrowing in order to complete it. My usual playstyle is to burn stuff and pre-emptive dodge, but that doesn't count unless there's an actual attack focused on me.

Which, however, is the whole point in dodging from the start.

#216 raspberry jam

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Posted 06 February 2013 - 11:53 AM

View PostLordkrall, on 06 February 2013 - 11:22 AM, said:

Which, however, is the whole point in dodging from the start.
Preemptive dodging is actually tactically better since while the enemy is occupied with his attack you have more time to maneuver yourself into a better position for counterattack (or whatever you want to do). In other words, if you're used to preemptive dodging, the dodging daily is actually rewarding you for worse than usual play.

#217 Ritualist

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Posted 06 February 2013 - 12:55 PM

View Postraspberry jam, on 06 February 2013 - 11:53 AM, said:

Preemptive dodging is actually tactically better since while the enemy is occupied with his attack you have more time to maneuver yourself into a better position for counterattack (or whatever you want to do). In other words, if you're used to preemptive dodging, the dodging daily is actually rewarding you for worse than usual play.

The problem with dodging is that it gives you a few moments of invulnerability. So if you are dodging pre-emptively, you are wasting the invulnerability-part of dodging and are using it to simply move locations. With that in mind, the daily-way of dodging is superior.
Of course, then we have the problem of shitty tells and the question of why does the game actually need invulnerability. Thus the problem with the dodging-daily isn't in the daily, it's the dodging itself.

Edited by Protoss, 06 February 2013 - 12:55 PM.


#218 Red_Falcon

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Posted 06 February 2013 - 01:11 PM

View PostProtoss, on 06 February 2013 - 12:55 PM, said:

The problem with dodging is that it gives you a few moments of invulnerability. So if you are dodging pre-emptively, you are wasting the invulnerability-part of dodging and are using it to simply move locations. With that in mind, the daily-way of dodging is superior.
Of course, then we have the problem of shitty tells and the question of why does the game actually need invulnerability. Thus the problem with the dodging-daily isn't in the daily, it's the dodging itself.

Any decent modern game has some sort of ways to evade, dodge or block attacks.
Hell even in most skill-based sports it's very fundamental to dodge.
Because seriously, we have enough games (especially in the MMO field) where you just blast bazillion of damages in one's face and he won't die because of "magical" bullshit or heals, that shit is not skill based in the least.

One of the best things of GW2 is that it does a great job at cutting off the weak.
If you have bad reflexes and skills you will never get anywhere in GW2, and that is a good thing.
I was pretty tired of losing in MMOs because the other person simply had better gear or better class or better abilities; in GW2 I can finally pit my skill against the other person's skills without too much bullshit in between.

And when I die it's because the other person was actually good. The person behind the screen, not some RNG or computer calculations.

If you want another MMO based off rotation spam in a ten minutes long fight where you win and lose out of RNG go ahead there is a whole bunch of those games around.
Don't forget to boast your "skills" after victories RNG gets you.

Edited by Red_Falcon, 06 February 2013 - 01:15 PM.


#219 astromarmot

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Posted 06 February 2013 - 01:13 PM

View PostProtoss, on 06 February 2013 - 12:55 PM, said:

The problem with dodging is that it gives you a few moments of invulnerability. So if you are dodging pre-emptively, you are wasting the invulnerability-part of dodging and are using it to simply move locations. With that in mind, the daily-way of dodging is superior.
Of course, then we have the problem of shitty tells and the question of why does the game actually need invulnerability. Thus the problem with the dodging-daily isn't in the daily, it's the dodging itself.

I'd say the problem is both in that when such dodging/invulnerability is beneficial such as fighting champs etc, it's good to promote the use of it through the incentive, but in general PVE the invulnerability mechanic is virtually unnecessary or at least no more beneficial than just rolling out of the way, thus making it a daily is just forcing an unnecessary action just to get the cheese...I get hit a lot more trying to force the mechanic for the daily than I ever did before it was part of the lineup...

#220 raspberry jam

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Posted 06 February 2013 - 01:13 PM

View PostProtoss, on 06 February 2013 - 12:55 PM, said:

The problem with dodging is that it gives you a few moments of invulnerability. So if you are dodging pre-emptively, you are wasting the invulnerability-part of dodging and are using it to simply move locations. With that in mind, the daily-way of dodging is superior.
Of course, then we have the problem of shitty tells and the question of why does the game actually need invulnerability. Thus the problem with the dodging-daily isn't in the daily, it's the dodging itself.
Well, on one hand, it doesn't really matter if you fail to trigger the invulnerability, as long as you manage to move out of the way of the damage.
On the other hand, you are right, the dodging itself is badly made.

#221 zwei2stein

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Posted 06 February 2013 - 01:16 PM

View PostProtoss, on 06 February 2013 - 09:15 AM, said:

It's been a week since the change and I have yet to earn my first laurel. I came THIS close to earning it yesterday when I was missing just a few more revives. But the problem was that I played the game for almost 2 hours, on multiple characters, in multiple zones and multiple servers and I didn't come across enough corpses.
This is bullshit.

Well, if you want advice, there are three locations with plentifull coprses:

NE corner of bloodtide coast has prioriy NPCs fighting ghosts and generating ressurectable cropses at very good rate. Pack some popcorn and watch them die.

Seccond is thaumanova reactor.

Third is The Bloodfields area in Gendaran Fields.
---

Problem here is that etiquete is slowly adapting:

* It is inpolite to ressurect npc unless you need it alive (i.e. it is vendor or event-related npc without which event won't complete) after you have completed your daily res quotas.

* It is rude to assist NPCs in fight with mobs when NPC is close to death.

* It is very rude to kill someones "dodge engine" mob.

* It is fairly acceptable stand by and watch players to get overwhelmed and downed by mobs in order to wait for opportunity to res then instead of assisting them in combat.

Dead npcs are right now "resource nodes" - there is competition to use them and since their creation is influenced by players, it is also producing undesirable behavior. That is monstrous design loophole.

Another problem is, that you will sometimes not get credit for res - i guess it has to do with the fact that ressurectee was ressurected recently and/or that multiple people are ressing and only last healing tick counts.

#222 raspberry jam

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Posted 06 February 2013 - 01:21 PM

View Postzwei2stein, on 06 February 2013 - 01:16 PM, said:

* It is rude to assist NPCs in fight with mobs when NPC is close to death.

* It is very rude to kill someones "dodge engine" mob.

* It is fairly acceptable stand by and watch players to get overwhelmed and downed by mobs in order to wait for opportunity to res then instead of assisting them in combat.

Dead npcs are right now "resource nodes" - there is competition to use them and since their creation is influenced by players, it is also producing undesirable behavior. That is monstrous design loophole.
All of this is just hilarious. What ANet tried to design away by making loot drop for everyone and giving everyone xp regardless of exactly who landed the killing blow, personal resource nodes and all that - all that they are now destroying. More evidence that they don't really know what they are doing.

#223 XPhiler

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Posted 06 February 2013 - 01:23 PM

View PostSiltoneus, on 05 February 2013 - 05:49 PM, said:

I don't know what you call Casual, but I personally know players who consider themselves 'Casual' players, and it took them a heck of a lot longer to progress to lv 80 than a "maximum 2".  Hell, I know one 'Casual' player who spent well over two months to get to lv80.  Would I consider that slow, perhaps, but as long as they are happy playing GW2, that's all that should matter.  After all, for some it's the journey that matters, not the end point.

Okey fair enough. There is a spectrum of Casual. so please let me rephrase that. It will take you about 60 hours of gameplay to get to max level Hence  approximately "75" degrees of better gear will be consumed in 60 hours and after that for the 100s of hours one might play beyond reaching max level you just have a maximum of 5 steps of better gear. Well to be honest its really just 2 since you can gain masterworks really really easy (10s max),  Short for gw1 thats the least vertical progression I know of in an MMO

#224 XPhiler

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Posted 06 February 2013 - 01:31 PM

View Postraspberry jam, on 06 February 2013 - 08:14 AM, said:

Haha, I guarantee you that they will read it. An unknown popup that only seem to appear for like 2% of the player population? Of course, since people do all kinds of stuff, we have loads of secret achievements not just beverage ones, let's say around 40% of them will get something within one year. Of course people would notice it and read it. You are very unlikely to click away something that you never seen before.

Also yes, most games with achievements have quantities attached to them. It is those explicit quantities that my suggested system does away with. Are you even following the discussion? lol

I think you need to research a bit your typical player. Most people dont care about story, dont care about lore etc.. They care about what they're getting out of the effort they put in the game. I have absolutely no doubt that they'll care absolutely nothing about a popup out of the blues that says something like congratulations you just earned the coffeelaholic achievement that appears on the screen for 2 seconds goes a way and change / rewards nothing

Yes I am following the discussion I know what you're suggesting is to remove the values attached to those achievements. What I am saying is such a gameplay mechanic is there but because it doesnt reward anything apart from titles a large amount of people dont care about so I am just extremely skeptical that removing the list of quantities required for each category and disabling most of the achievements will somehow change this to a star attraction of the game. I bet the only outcome would be even less people will end up caring about it.

#225 Ritualist

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Posted 06 February 2013 - 01:33 PM

View Postraspberry jam, on 06 February 2013 - 01:13 PM, said:

Well, on one hand, it doesn't really matter if you fail to trigger the invulnerability, as long as you manage to move out of the way of the damage.

Aye, as astromarmot also mentioned, in most situations you will not need the invulnerability. Heck, in the majority of PvE you will not even need dodge (it's why I fully understand why people farm dodges - dodging just leads to slower kills in general PvE). Still, if they are promoting dodges, regardless of how poorly they are implemented, it makes sense to promote dodges at their strongest.

#226 XPhiler

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Posted 06 February 2013 - 01:33 PM

View PostProtoss, on 06 February 2013 - 09:15 AM, said:

It's been a week since the change and I have yet to earn my first laurel. I came THIS close to earning it yesterday when I was missing just a few more revives. But the problem was that I played the game for almost 2 hours, on multiple characters, in multiple zones and multiple servers and I didn't come across enough corpses.
This is bullshit.

Which zones did you play in ? nearly ever zone has a npc massacre hot zone!
You really need to invest more time in exploration and learn the zones you play in a bit better.

#227 XPhiler

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Posted 06 February 2013 - 01:40 PM

View PostBryant Again, on 06 February 2013 - 09:52 AM, said:

I think my main beef is with the tangible rewards only being acquired solely through just that: Work. The tasks I'm expected to do in order to reach those rewards are easily explained and straightforward, and the process is just tedious. I can understand them not being instantly attainable, but it feels like the current progression is as is to make up for what could be truly challenging content. Just feels purposefully drawn out.

Of course, they aren't required and the content is quite easily accomplished without them...but the game being too easy is for a different thread ;)

The dailies are meant to be easy on purpose at least for now. Arenanet even specifically said that the current tasks are generic and easy to make them accessible to anyone and they do intend to change that the moment they finish working on the select 4 out of 6 tasks. What they want to avoid is having achievements like finish x, y,z  jumping puzzles as some people find jumping puzzles very hard to do. That will not be a problem if you can avoid that achievement and instead do something like I dont know say take over a supply depo in WvW if thats more your sort of thing.

Personally I think it makes a lot of sense.

#228 XPhiler

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Posted 06 February 2013 - 01:47 PM

View Postraspberry jam, on 06 February 2013 - 11:53 AM, said:

Preemptive dodging is actually tactically better since while the enemy is occupied with his attack you have more time to maneuver yourself into a better position for counterattack (or whatever you want to do). In other words, if you're used to preemptive dodging, the dodging daily is actually rewarding you for worse than usual play.

I think you're forgetting a little detail. You cannot dodge whenever you desire thus you cannot expect to always be able to engage in tactical dodging. At some point you'll definitely need to dodge while being in the heat of the battle and if you arent able to properly time a dodge with an enemy attack you'll end up waisting that dodge. So no I disagree it is not rewarding you from playing worst it is teaching you to handle dire situations. Everyone can dodge preemptively, not everyone can time a dodge correctly.

#229 vinegaria

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Posted 06 February 2013 - 01:53 PM

View PostProtoss, on 06 February 2013 - 09:15 AM, said:

It's been a week since the change and I have yet to earn my first laurel. I came THIS close to earning it yesterday when I was missing just a few more revives. But the problem was that I played the game for almost 2 hours, on multiple characters, in multiple zones and multiple servers and I didn't come across enough corpses.
This is bullshit.

I consider myself a rather casual player and doing the dailies takes no more than an hour for me. I think you should focus on one zone, one place. I really don't get the multiple characters / zones / servers bit, the whole switching must've taken you more time than actual playing.. For example Plains of Ashford offer plenty of events in a close area, lots of gathering resources for cheap tools, underwater places, oozes or ascalonian rangers on which you can do the dodge tier in 10mins, crafting stations where you can simply refine 10 of anything you collected, and lots of npc corpses close to where the ascalonians are.. and it's done. Honestly, it will take you around 45mins to get it done there, no matter what current dailies are, if you don't have time to wander around more.

#230 XPhiler

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Posted 06 February 2013 - 01:54 PM

View Postraspberry jam, on 06 February 2013 - 01:21 PM, said:

All of this is just hilarious. What ANet tried to design away by making loot drop for everyone and giving everyone xp regardless of exactly who landed the killing blow, personal resource nodes and all that - all that they are now destroying. More evidence that they don't really know what they are doing.

Hmm why is that? multiple people can resurrect the same npc, multiple people can dodge the same attack. The same philosophy carries over. There is no scarcity of death npcs and neither of monsters to dodge. You dont even need death npcs, just join in a few high level group events, or do a dungeon, or a fractal or do some WvW you'll find plenty of players to help.

Some players act anti-socially by getting angry if someone kills their *dodge machine* or because you revived an npc after you finished your daily or whatever but thats a problem with that person not with the game. You keep acting as if players have no freewill and anything they do is dictated by the game. It isnt.

#231 raspberry jam

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Posted 06 February 2013 - 01:54 PM

View PostProtoss, on 06 February 2013 - 01:33 PM, said:

Aye, as astromarmot also mentioned, in most situations you will not need the invulnerability. Heck, in the majority of PvE you will not even need dodge (it's why I fully understand why people farm dodges - dodging just leads to slower kills in general PvE). Still, if they are promoting dodges, regardless of how poorly they are implemented, it makes sense to promote dodges at their strongest.
Exactly. The problem is that dodges is at their best (as in having the best end result) when they are used as tactical movement, not as an invulnerability toggle.

View PostXPhiler, on 06 February 2013 - 01:47 PM, said:

I think you're forgetting a little detail. You cannot dodge whenever you desire thus you cannot expect to always be able to engage in tactical dodging. At some point you'll definitely need to dodge while being in the heat of the battle and if you arent able to properly time a dodge with an enemy attack you'll end up waisting that dodge. So no I disagree it is not rewarding you from playing worst it is teaching you to handle dire situations. Everyone can dodge preemptively, not everyone can time a dodge correctly.
What a bizarre argument. The dodge isn't wasted as long as the damage is avoided, it doesn't matter exactly how.

#232 Vexies

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Posted 06 February 2013 - 01:56 PM

The only place you need to go to finish the daily is the reactor in NW Metrica province.  Seriously it has all the mob variety you need. 4 of 5 events just from completing the DE chain that leads to the huge flame elemental and loads of Asura techs that need resing all over the place.

How anyone has any trouble doing this is beyond me. grab all you need from there and port back to LA and craft some ingots (assuming thats part of the daily that day) and done.

#233 raspberry jam

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Posted 06 February 2013 - 02:06 PM

View PostXPhiler, on 06 February 2013 - 01:31 PM, said:

I think you need to research a bit your typical player. Most people dont care about story, dont care about lore etc.. They care about what they're getting out of the effort they put in the game. I have absolutely no doubt that they'll care absolutely nothing about a popup out of the blues that says something like congratulations you just earned the coffeelaholic achievement that appears on the screen for 2 seconds goes a way and change / rewards nothing

Yes I am following the discussion I know what you're suggesting is to remove the values attached to those achievements. What I am saying is such a gameplay mechanic is there but because it doesnt reward anything apart from titles a large amount of people dont care about so I am just extremely skeptical that removing the list of quantities required for each category and disabling most of the achievements will somehow change this to a star attraction of the game. I bet the only outcome would be even less people will end up caring about it.
My job involves research of the psychology of players. I'm a game designer. What's your job?

No, titles are not the same thing at all. The entire point was removing the explicitness and expected feedback. Titles are explicit and you can work toward them with an expectation. Not just removing the quantities, but also randomizing both the quantities and which titles you are eligble of, plus knowledge of which titles actually exist, is my suggestion - and no, it would not make it a star attraction of any game. Gameplay should always be the main point of attraction.

View PostXPhiler, on 06 February 2013 - 01:54 PM, said:

Hmm why is that? multiple people can resurrect the same npc, multiple people can dodge the same attack. The same philosophy carries over. There is no scarcity of death npcs and neither of monsters to dodge. You dont even need death npcs, just join in a few high level group events, or do a dungeon, or a fractal or do some WvW you'll find plenty of players to help.

Some players act anti-socially by getting angry if someone kills their *dodge machine* or because you revived an npc after you finished your daily or whatever but thats a problem with that person not with the game. You keep acting as if players have no freewill and anything they do is dictated by the game. It isnt.
It's the same problem as someone harvesting a node that you wanted to harvest. In GW2 this is solved by having personal resource nodes, so that it doesn't matter that someone else is working on the same node. But when it comes to rezzing NPCs, if one player rezzes the NPC, some other can't. And there's also that players now wait for other players to die so that they can rez them, instead of just helping them out.
That is the kind of behaviour that ANet wanted to design away when they created GW2. They had a vision of that players should help each other out and never be discouraged from playing in each others' vicinity.

Perhaps you should try to understand what the * people are talking about before reaching for that post button.

#234 XPhiler

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Posted 06 February 2013 - 02:43 PM

View Postraspberry jam, on 06 February 2013 - 02:06 PM, said:

My job involves research of the psychology of players. I'm a game designer. What's your job?

No, titles are not the same thing at all. The entire point was removing the explicitness and expected feedback. Titles are explicit and you can work toward them with an expectation. Not just removing the quantities, but also randomizing both the quantities and which titles you are eligble of, plus knowledge of which titles actually exist, is my suggestion - and no, it would not make it a star attraction of any game. Gameplay should always be the main point of attraction.

It's the same problem as someone harvesting a node that you wanted to harvest. In GW2 this is solved by having personal resource nodes, so that it doesn't matter that someone else is working on the same node. But when it comes to rezzing NPCs, if one player rezzes the NPC, some other can't. And there's also that players now wait for other players to die so that they can rez them, instead of just helping them out.
That is the kind of behaviour that ANet wanted to design away when they created GW2. They had a vision of that players should help each other out and never be discouraged from playing in each others' vicinity.

Perhaps you should try to understand what the * people are talking about before reaching for that post button.

Game designers worked on Gw2 as well, yet you have no problem disagreeing with their design decision right?

I didnt say titles I said achievements, I said titles are the only reward *some* of the achievements give you. I am not a game designer but I still have no doubt that if you remove the achievement list, have no way of knowing how many times you need to repeat a particular task to get an achievement  will make the whole thing even less important and people will just ignore it. And I can use you as an example here. Long ago we had an argument about exploration. You said Gw2 has no exploration because everything is marked on the map. The funny thing is you completely ignore the hidden exploration system where you can go into areas not marked on the map in anyway and all you get is a popup with the name of the area you discovered and a tiny bit of xp.So you completely ignored the same system you're now saying is the proper way of doing things. If you a game designer who subscribe to this same philosophy completely ignored that how do you expect a casual player to feel very engaged in it?

It is not the same as a resource node at all. in other MMOs a resource node that's harvested disappears for a time, 15 minutes or whatever. A downed NPC who gets ressed is still there in game and can get downed again many times in 15 minutes. In other MMOs if someone is harvesting a node others cannot harvest it at the same time. Multiple people can res an npc. NPCs arent static objects always available to harvest. They need to get downed first and that generally happens during events and every player participating there can get to "harvest" the npc when it goes down. Essentially its somewhere in the middle. Its not personalized like harvest nodes (and thank god for that it would be stupid if every single npc in the game is instanced per player) but it doesnt have the scarcity of harvest nodes/ sharing issues of regular harvest nodes. Besides ressing npcs is just a short cut. Its drinking the 5 coffees first thing in the morning to get the thing over with. Ressing should be something you do on your allies while tackling hard content.

#235 Ritualist

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Posted 06 February 2013 - 02:49 PM

View PostVexies, on 06 February 2013 - 01:56 PM, said:

The only place you need to go to finish the daily is the reactor in NW Metrica province.  Seriously it has all the mob variety you need. 4 of 5 events just from completing the DE chain that leads to the huge flame elemental and loads of Asura techs that need resing all over the place.

How anyone has any trouble doing this is beyond me. grab all you need from there and port back to LA and craft some ingots (assuming thats part of the daily that day) and done.

The problem is that before the change we didn't need to go to Metrica to do the daily. I don't find the game enjoyable enough to play the content I want and then, before logging off, go and grind Metrica. Especially not with waypoint fees.
What the previously daily allowed me was to finish the daily (most of the time) by doing the things I wanted to be doing. The new daily, with its very specific requirements, doesn't.



View Postraspberry jam, on 06 February 2013 - 01:54 PM, said:

Exactly. The problem is that dodges is at their best (as in having the best end result) when they are used as tactical movement, not as an invulnerability toggle.

If you are using dodges as a movement tool, you are basically just getting something you can already reproduce by moving around. Invulnerability, on the other hand, can only be reproduced by select skills.
As I said, I understand that you will be using dodging as a movement tool most of the time, but that's only because the content is too easy to play smart. But outside of that, I do not see why dodging would be at its best as a movement tool instead of a movement tool AND invulnerability.

#236 Red_Falcon

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Posted 06 February 2013 - 02:54 PM

View Postraspberry jam, on 06 February 2013 - 02:06 PM, said:

My job involves research of the psychology of players. I'm a game designer.

You're a game designer and you say GW2 sucks... So where is you better game?

I'm buying it right away just link me to the download page.

Yes Anet scored their second big fail with introducing fetch quests as dailies for endgame gear, but honestly complaining that you can't "farm-rez corpses" is stupid.
You can rez people in WvW or just ask someone in PvE to get downed so you can rez him.

View PostProtoss, on 06 February 2013 - 02:49 PM, said:

The problem is that before the change we didn't need to go to Metrica to do the daily. I don't find the game enjoyable enough to play the content I want and then, before logging off, go and grind Metrica. Especially not with waypoint fees.
What the previously daily allowed me was to finish the daily (most of the time) by doing the things I wanted to be doing. The new daily, with its very specific requirements, doesn't.





If you are using dodges as a movement tool, you are basically just getting something you can already reproduce by moving around. Invulnerability, on the other hand, can only be reproduced by select skills.
As I said, I understand that you will be using dodging as a movement tool most of the time, but that's only because the content is too easy to play smart. But outside of that, I do not see why dodging would be at its best as a movement tool instead of a movement tool AND invulnerability.

Dodging ignores cripple and chill effects, this means when you have those conditions dodging allows for full run speed for a moment, which allows to open or close gaps you wouldn't otherwise be able to.
In this case dodging to walk is very effective.

#237 XPhiler

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Posted 06 February 2013 - 03:04 PM

View PostProtoss, on 06 February 2013 - 02:49 PM, said:

The problem is that before the change we didn't need to go to Metrica to do the daily. I don't find the game enjoyable enough to play the content I want and then, before logging off, go and grind Metrica. Especially not with waypoint fees.
What the previously daily allowed me was to finish the daily (most of the time) by doing the things I wanted to be doing. The new daily, with its very specific requirements, doesn't.





If you are using dodges as a movement tool, you are basically just getting something you can already reproduce by moving around. Invulnerability, on the other hand, can only be reproduced by select skills.
As I said, I understand that you will be using dodging as a movement tool most of the time, but that's only because the content is too easy to play smart. But outside of that, I do not see why dodging would be at its best as a movement tool instead of a movement tool AND invulnerability.

Wrong, besides crafting you can do the daily anywhere doing what you usually did. what is it that you never did before in normal gameplay? you never gathered? you never dodged? you never ressed players/npcs? you never killed a veteran mob? you never enaged in aquatic combat? these all things you come across while playing in the open world.

why is res 10 people more specific then say kill 15 types of mobs?

#238 zwei2stein

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Posted 06 February 2013 - 03:11 PM

View PostRed_Falcon, on 06 February 2013 - 02:54 PM, said:

You're a game designer and you say GW2 sucks... So where is you better game?

I'm buying it right away just link me to the download page.

Huh? What does that do anythig with criticism?

Where is YOUR game since you are too keen on judging others? How do you even dare post here if you have none?

View PostRed_Falcon, on 06 February 2013 - 02:54 PM, said:

Yes Anet scored their second big fail with introducing fetch quests as dailies for endgame gear, but honestly complaining that you can't "farm-rez corpses" is stupid.
You can rez people in WvW or just ask someone in PvE to get downed so you can rez him.

Asking people to purposefully die is not "stupid"?

Actually, I am suprprised that there are not players who AFK naked near mob spawn so that they add opportunity for other people's resses.

Maybe it is time for people to roll their "Res Me For Laurel" characters?


View PostRed_Falcon, on 06 February 2013 - 02:54 PM, said:

Dodging ignores cripple and chill effects, this means when you have those conditions dodging allows for full run speed for a moment, which allows to open or close gaps you wouldn't otherwise be able to.
In this case dodging to walk is very effective.

It also has traits for extra effects on dodge - usually damage - which makes dodge less of "Evade" busston and more of "AOE heal when attuned to water" button for example.

One less reason to use dodges for "Evade"

#239 Lordkrall

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Posted 06 February 2013 - 03:13 PM

View Postzwei2stein, on 06 February 2013 - 03:11 PM, said:

Huh? What does that do anythig with criticism?

Where is YOUR game since you are too keen on judging others? How do you even dare post here if you have none?

He simply asked since RJ, keeps shouting about how much GW2 sucks and since he pretends(?) to be a game designer he could easily make a better game and show us, right?

#240 XPhiler

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Posted 06 February 2013 - 03:23 PM

View Postzwei2stein, on 06 February 2013 - 03:11 PM, said:

Huh? What does that do anythig with criticism?

Where is YOUR game since you are too keen on judging others? How do you even dare post here if you have none?



Asking people to purposefully die is not "stupid"?

Actually, I am suprprised that there are not players who AFK naked near mob spawn so that they add opportunity for other people's resses.

Maybe it is time for people to roll their "Res Me For Laurel" characters?




It also has traits for extra effects on dodge - usually damage - which makes dodge less of "Evade" busston and more of "AOE heal when attuned to water" button for example.

One less reason to use dodges for "Evade"

it wasn't red falcon who said his opinion is more valid than anyone else, it was raspberry jam, i think you criticized the wrong person on that subject.

of course it seems stupid to ask people to die purposefully but keep in mind its not the game that is telling people to take turns downing themselves for the achievement its players who are trying to take the easy way out. You cannot have a game that gives you freedom to play as you want but at the same time allows you to do things only in the best optimum way.

Everything in gw2 has multiple uses, its the way the game allows for freedom and flexibility. Most of my weapon skills can be used both offensively and defensively that doesnt mean one of those uses doesn't count. Sure dodging isn't just dodging I completely agree but still dodging is also dodging.




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