Daily achievements change
#91
Posted 31 January 2013 - 09:22 PM
#92
Posted 31 January 2013 - 09:31 PM
Can't believe people are complaining about the dodging and rezing dailies...yall must be the ranged-only, rez rushing scrubs that are all over Orr. Go throw on a sword, get up close and personal and learn to
#93
Posted 31 January 2013 - 09:46 PM
Jump_N_Move, on 31 January 2013 - 09:31 PM, said:
I'm struggling to understand this complaint as well. These are like two essential things you should be doing in this game... I'm loving the new dailies, mainly because I hardly notice them being done, they just get completed naturally as I play.
#94
Posted 31 January 2013 - 09:56 PM
Legion_Magnus, on 30 January 2013 - 02:26 AM, said:
Recognizing that most people don't like change, especially if perceived as simply for change's sake, I guess so far I am in the Do Not Like camp. Not sure what ANet is going for here unless it is slower reward distributions (more people will decide not to mess with it) or just simply to displease some of its customer base with strange requirements (like x Attacks Dodged).
What do other people think of this change so far?
Mixed bag.
I fall into the "if ain't broke don't fix it camp".
Understand the dailies got mundane (just like real "dailies" in life.)
Real concern with a few of them causing "perverse behavior" in the playerbase. Unintended side effect of ANet not thinking through how
some of the players would react. (For example: 4 o'clock reset of dailies causing a swarm of level 80's to rush Queensdale wiping out veteran mobs, making it difficult for low levels to complete in a reasonable time frame. Ditto killing Moa birds for dodge requirement. To the player standing in Lion's Arch willing to pay other players to jump to their death for his last revive allies daily. Yes, he was spamming.)
ANet would probably say this is behavioral and therefore outside of their concern.
That's fair, however, they need to understand that there will be a percentage of players that "play to the reward" which will effect the overall playerbase experience.
- Cautionary Concern Over and Out
As far as the actual dailies themselves, nothing that's difficult outside of the broken combo field daily which they removed. Hope they do not put it back in because I am sure there are players that end up solo because of time of day they can log on, or time constraints.
I'm sure ANet assumed that the dailies would and could be completed in the due course of playing. As they should be, and does not always occur.
Also, word to ANet here: using dailies to "coerce", "guide", "influence" players into areas of play based on statistics gathered from raw data, is not always a good idea, does not result in the behavior you expect (see above), and may annoy your players. Not everyone wants to craft or enjoys water combat (see: clumsy execution of z-axis movement), etcetera. Back to the drawing board for your next round of design meetings and / or opening up a survey for player input into potential dailies for consideration?
Looking forward to more wtk (what the kitten?!?) were they thinking additions to the dailies.
#95
Posted 31 January 2013 - 11:08 PM
I can't believe anyone would complain about crafting, since all you have to do is refine t1 materials. That's a time investment of 20 seconds max. Yet some geniuses are so against the very thought of this daily they don't notice the simple side-step to it.
Reviving likely comes naturally while playing, but if it doesn't there are several hearts in the world which are NPC graveyards. 3 off the top of my head: gendarren fields' medic one south of the big centaur camp, blazeridge steps SE corner with the charr arguing with humans, and sparkfly fen north of tequatl where there's a bunch of sylvari in the water. Hardly takes anytime at all.
Veterans can most easily be done in Orr with any meta-event. Or fighting skill challenges summon vets, or a dragon fight. Often times vets spawn in events that you'll likely get it while doing your daily events.
The only real thing these new dailies do is make you consciously acknowledge them. In the past we likely killed 5 vets a day and revived 10 people a day, but we didn't notice it because we didn't have to. Now it's at the forefront of our minds so dwell on getting it. If players stop over thinking everything they might not even notice the dailies. Hope this is a more uplifting message than the rest of my cynical rant.
All in all, I'm just glad I have to worry about daily kill variety less now.
#96
Posted 01 February 2013 - 12:27 AM
Redhawk2007, on 31 January 2013 - 11:28 AM, said:
Fractal and dungeon requirements suck for non-dungeoners. I just did the fractals for the first time today and wasn't too impressed. Whatever fun these things are the first time once you learn them they are just a grind.
Oh that's good at least. I was dreading the jumping puzzles. But the fractals are still a huge problem.
#97
Posted 01 February 2013 - 02:41 AM
Legion_Magnus, on 30 January 2013 - 02:26 AM, said:
Recognizing that most people don't like change, especially if perceived as simply for change's sake, I guess so far I am in the Do Not Like camp. Not sure what ANet is going for here unless it is slower reward distributions (more people will decide not to mess with it) or just simply to displease some of its customer base with strange requirements (like x Attacks Dodged).
What do other people think of this change so far?
It was good to see a lot of bugs fixed (at least according to the patch notes). Also good to see encounters that were teaching players to exploit or otherwise "get around" game mechanics tuned so they'd really be played.
That having been said, I do not like the patch. The dailies are driving perverse responses from players which are damaging the community and damaging the experience of new players in the low zones (I would encourage Anet to send some observers into Queensdale at 4:01pm every day for a while). I even couldn't find enough dead NPCs or players for the alt I was leveling yesterday because the community was so good at keeping even the NPCs up in the lowbie zones.
It's time for Anet to give some thought to "checking" every functional change they make to the game past either an internal "red team" (people who try to figure out how to exploit the change, and also predict how people will act to optimize for rewards and not community). (In military terms, the red team are the folks who try to figure out how to shoot down the new plane you're designing while it's still on the drawing board.) Or alternatively just have a broad set of "focus groups" with diverse players and diverse playstyles who look at ideas BEFORE THEY ARE IN THE GAME and talk about how they'd feel seeing it and what they will do in response.
As a key textbook on gaming pointed out a decade ago, once the game releases it belongs to the players and not to the developer.
And as a much, much older textbook (from before most of you reading this were born) pointed out, "any intuitive change to a complex system will inevitably leave [that system] worse off."
#98
Posted 01 February 2013 - 02:50 AM
Beale, on 01 February 2013 - 02:41 AM, said:
That having been said, I do not like the patch. The dailies are driving perverse responses from players which are damaging the community and damaging the experience of new players in the low zones (I would encourage Anet to send some observers into Queensdale at 4:01pm every day for a while). I even couldn't find enough dead NPCs or players for the alt I was leveling yesterday because the community was so good at keeping even the NPCs up in the lowbie zones.
It's time for Anet to give some thought to "checking" every functional change they make to the game past either an internal "red team" (people who try to figure out how to exploit the change, and also predict how people will act to optimize for rewards and not community). (In military terms, the red team are the folks who try to figure out how to shoot down the new plane you're designing while it's still on the drawing board.) Or alternatively just have a broad set of "focus groups" with diverse players and diverse playstyles who look at ideas BEFORE THEY ARE IN THE GAME and talk about how they'd feel seeing it and what they will do in response.
As a key textbook on gaming pointed out a decade ago, once the game releases it belongs to the players and not to the developer.
And as a much, much older textbook (from before most of you reading this were born) pointed out, "any intuitive change to a complex system will inevitably leave [that system] worse off."
So keeping NPCs alive is "perverse" behavior that's damaging the community.
I'll have to log that one away for future reference.
How about leaving the newbie zones and doing your dailies in level 80 zones instead?
#99
Posted 01 February 2013 - 03:06 AM
AKGeo, on 01 February 2013 - 02:50 AM, said:
I'll have to log that one away for future reference.
How about leaving the newbie zones and doing your dailies in level 80 zones instead?
No, the perverse behaviors I've seen are:
1. 80's camping the veterans in the lowbie zones to the extent that at level players cannot find a veteran to fight
2. 80's camping hearts and events that leave lots of dead npcs around
3. 80s camping events and killing mobs so fast an at level player is unlikely to get event credit
4. 80's camping the moa birds in Queensdale (a mob type it's easy to get "dodge" credit for)
5. people spamming requests for other players to suicide off high places in cities so they can rez them for credit
6. players in events deliberately playing poorly / selfishly so players around them would go down and they could rez them
7. players in events or other world pick up groups playing non optimally to pull mobs onto them so they could dodge
I play my 80's in 80 zones (or downleveled to help guildmates) and my alts in level appropriate zones. That's how the game was intended.
The dailies until now have not incented lazy (or rushed, and that is an important point) players to camp the lowbie zones, except maybe to get event credit. I did not see truly perverse behavior until the dodge and rez dailies went in.
This is not about the impact on me. I can always log on a higher toon to finish my dailies. This is about what it's doing to the community and to the experience of new players. This kind of thing drives new players away, and driving new players away in their formative levels kills games.
#100
Posted 01 February 2013 - 03:16 AM
I played for little over two hours today. I was revived twice and revived 5 people in turn. I consumed more revival opportunities than I produced. Some players that spend their natural playtime on a revive achievement day in a 'player-space' where too many people like me cause a deficit of player-on-player revive opportunities, will have to augment their achievement progress using unnatural, counterintuitive play, getting their revives in various contrived ways that have been posted here before.
I pose that there always will be player microcosms with a revival opportunity deficit, and thus, some people will have to resort to unnatural, counterintuitive play to meet their daily achievement. I don't consider such an achievement a desirable part of the game.
#101
Posted 01 February 2013 - 03:16 AM
The Condor, on 31 January 2013 - 11:08 PM, said:
I can't believe anyone would complain about crafting, since all you have to do is refine t1 materials. That's a time investment of 20 seconds max. Yet some geniuses are so against the very thought of this daily they don't notice the simple side-step to it.
Reviving likely comes naturally while playing, but if it doesn't there are several hearts in the world which are NPC graveyards. 3 off the top of my head: gendarren fields' medic one south of the big centaur camp, blazeridge steps SE corner with the charr arguing with humans, and sparkfly fen north of tequatl where there's a bunch of sylvari in the water. Hardly takes anytime at all.
Veterans can most easily be done in Orr with any meta-event. Or fighting skill challenges summon vets, or a dragon fight. Often times vets spawn in events that you'll likely get it while doing your daily events.
The only real thing these new dailies do is make you consciously acknowledge them. In the past we likely killed 5 vets a day and revived 10 people a day, but we didn't notice it because we didn't have to. Now it's at the forefront of our minds so dwell on getting it. If players stop over thinking everything they might not even notice the dailies. Hope this is a more uplifting message than the rest of my cynical rant.
All in all, I'm just glad I have to worry about daily kill variety less now.
Crafting is easier than that. Don't even need to gather. Just pick up cooking, buy less than 2 silver's worth of water and flour (80 c each), make 10 bread. Done. However, some players don't want to be "forced" to craft. I happen to craft. It's not a problem for me. It is for some players. Whether it's "easy" or not is not the issue.
Gendarran Fields for the medic heart is overrun with folks well above level (particularly 80's) who are sitting around waiting for NPCs to die and pouncing on them when they do, regardless of aggro on other players, and those trying to do the heart. Taking time is not the issue.
I don't believe all of us killed 5 vets per day, nor rezzed 10 people. Depends totally on the area, who is there, what is happening. Yes, you would expect to be able to kill 10 veterans in the regular course of play over how many hours? There are players that are time-constrained on any given day. "Awareness" is not the issue.
What's easier than killing 15 different mobs? Takes no more time than killing 10 veteran mobs (while trying to get there before they die to an 80), nor finding 10 NPCs to rez. If you're smart about, it may actually take less time, including travel.
The difference is a player could kill ANY different 15 mobs without impacting other players. Or negatively degrading the community feel in the game.
The good news is that there are enough level 80s flooding into the lowbie zones that events are overflowing in the 4-7 PM range. This is a good thing for new folks to the game, to set their experience in a way that was similar to release.
Having 80's competing for, and killing mobs faster than lower level players (even with downranking) may negatvely impact new player's perceptions, particularly when some of those (like revives) can interfere with heart completion.
Let's be clear. These are not complaints. They are observations.
The new dailies are easy to do.
That is not the point.
The issue, as Beale pointed out, is that (a) focus group / red teams check for game impact does not seem to have occurred (hence the "perverse behavior" as players play to the reward mechanism at the expense of community.) And the oft quoted urban studies from the 70's regarding "intuitive change".
As a retired software dev, I learned over 35 years ago that customers regularly do things with your product that you do not expect (from your own internal focus, EVEN if you use the product yourself.) This is even more true in MMOs, when devs have "insider information" that colors/filters their own game playing experience. That's why it's important to have an outside or "red team" perspective. To double check.
Yes, the new dailies are easy.
Are they good for the game? Do they cause a change in the community-oriented feel of the game?
The issue I and Beale have raised is overall impact on the game from a community and player experience (especially new players) point of view.
This is not about ease of doing the dailies.
.
Edited by Auenwing, 01 February 2013 - 03:25 AM.
#102
Posted 01 February 2013 - 04:09 AM
Auenwing, on 01 February 2013 - 03:16 AM, said:
-snip-
Who the hell are you arguing against? What makes you think my post was directed at you? Are you usually this defensive?
Seriously, my comment was more for people like say Protoss, who complains about crafting. Or for all those players displaying "perverse behavior" because they didn't think about it.
Camping Queensdale for vets is beyond stupid, which is why I said there's so many better ways to kill vets. These are probably the people who play enough to routinely kill vets and revive people without being aware of it. If they just played the game they'd probably get through most of their daily, and if need be, do what I do (as described in my previous post). But it's not like Anet is coercing these players to act this way, the players came up with their own poorly thought out solution.
My argument was that these dailies are easy to do, that's it. I don't see how you got so much more out of it. You say that's not the problem here. I say I don't care. We're talking two different points here.
But what the hell, I'll weigh in on this "perverse behavior:"
Yeah dude, that sucks. Glad these dailies haven't poorly affected my game time. Hopefully those morons figure out better ways to get their dailies like I have.
Oh, and the ease of kill variety wasn't what I dislike, it's that it was almost always a conscious effort to get it rather than just happening from playing.
#103
Posted 01 February 2013 - 04:59 AM
#104
Posted 01 February 2013 - 05:16 AM
#105
Posted 01 February 2013 - 08:31 AM
The Condor, on 01 February 2013 - 04:09 AM, said:
I absolutely hate crafting and I never do it (the only time I ever did it in this game was to craft one of the bags on a character, but I deleted that guy since, so ALL my current characters have 0 in EVERYTHING crafting-related), yet I am fully aware that the achievement is easy to do and I THINK I was careful to not single it out in this thread.
If I did point it out though, I hope I said something in the lines of being a stupid addition because it forces people to do completely optional activities that have absolutely nothing to do with the core gameplay rather than saying it was "hard to do".
So, if I am not mistaken, I pointed out the requirements that do represent the core gameplay, yet are too specific for the game - reviving, DEs, vets, ... These additions make sense, yet the daily does not take into account that certain parts of the game do not give you the chance to complete them. With that in mind, I haven't earned a single laurel yet, because my idea of playing is to load a character and then explore the area my character is in (and advance him by doing that) and in the last 3 days I haven't been in areas that would allow me to complete all the requirements - 2 days ago I couldn't do the vets requirement and yesterday, after 30 minutes of playing, I haven't ran across a single DE.
Edited by Protoss, 01 February 2013 - 10:36 AM.
#106
Posted 01 February 2013 - 09:54 AM
Shroomhead Fred, on 31 January 2013 - 09:46 PM, said:
Dodging is fine, but the way they give credit for it is not: You do not credit for evading attack, you get credit for using dodge-invurblah during attack.
I have long learned to dodge before attack connects, not during that. I am playing well enough to dodge throu foe as soon as windup animation starts and continue attacking from behind.
And healer - revives are stupid because it depends on players being unable to dodge big attacks (which is counterintuitive with dodging daily) or just playing shity and dying/allowing npcs to die. If everything goes "right" you can literally spend hours in game without comming across single revive opportunity.
Neither "wait till last seccond" or "aggro foes on npcs so that they die" is not natural. Dodge could be tuned better, but healer needs to be abolished.
---
Also, there is now schedulle: http://wiki.guildwars2.com/wiki/Daily
You get dodge 4 days a week and healer 5 days a week. Every week.
While something that is both more natural and challening like veteran slayer and kill variety is only 2/week.
#107
Posted 01 February 2013 - 11:38 AM
The Condor, on 31 January 2013 - 11:08 PM, said:
I can't believe anyone would complain about crafting, since all you have to do is refine t1 materials. That's a time investment of 20 seconds max. Yet some geniuses are so against the very thought of this daily they don't notice the simple side-step to it.
Reviving likely comes naturally while playing, but if it doesn't there are several hearts in the world which are NPC graveyards. 3 off the top of my head: gendarren fields' medic one south of the big centaur camp, blazeridge steps SE corner with the charr arguing with humans, and sparkfly fen north of tequatl where there's a bunch of sylvari in the water. Hardly takes anytime at all.
Veterans can most easily be done in Orr with any meta-event. Or fighting skill challenges summon vets, or a dragon fight. Often times vets spawn in events that you'll likely get it while doing your daily events.
The only real thing these new dailies do is make you consciously acknowledge them. In the past we likely killed 5 vets a day and revived 10 people a day, but we didn't notice it because we didn't have to. Now it's at the forefront of our minds so dwell on getting it. If players stop over thinking everything they might not even notice the dailies. Hope this is a more uplifting message than the rest of my cynical rant.
All in all, I'm just glad I have to worry about daily kill variety less now.
^^ Agree.
I wish we had some sort of tracking system for these things; "Total Veterans Killed" "Total Allies Revived" etc so people could really see, in context, how easy and organic completing 90% of dailies are.
Edited by Sheepski, 01 February 2013 - 11:39 AM.
Question, feedback or issue? Pm me!
#108
Posted 01 February 2013 - 11:59 AM
Sheepski, on 01 February 2013 - 11:38 AM, said:
I wish we had some sort of tracking system for these things; "Total Veterans Killed" "Total Allies Revived" etc so people could really see, in context, how easy and organic completing 90% of dailies are.
Here is an on point quote:
For interesting tasks,
- Tangible, expected, contingent rewards reduce free-choice intrinsic motivation, and
- Verbal, unexpected, informational feedback, increases free-choice and self-reported intrinsic motivation.
#109
Posted 01 February 2013 - 12:06 PM
#110
Posted 01 February 2013 - 12:08 PM
I like how they decided to change the dailies so it doesn't become the same old thing all day every day. I also like how they lowered the required kill variety. I was always looking around the map for that damn 15th kill. They may have made too few different ones, seeing as we're already back to kill variety and such.
#111
Posted 01 February 2013 - 12:12 PM
Sword Hammer Axe, on 01 February 2013 - 12:08 PM, said:
I like how they decided to change the dailies so it doesn't become the same old thing all day every day. I also like how they lowered the required kill variety. I was always looking around the map for that damn 15th kill. They may have made too few different ones, seeing as we're already back to kill variety and such.
Specifically targeting the task of such dodges, yes, it's not difficult to get them in short order once you recognize the mechanic that triggers the cheese...but it's hardly organic...the healing one is another given the lack of peeps in lower level areas, (my characters range from level 20 to level 64) yes I can find some place to rez a bunch of NPCs but it's not part of playing the game, but specifcally doing a silly task that has no meaning other than chasing the cheese...
#112
Posted 01 February 2013 - 03:32 PM
Gli, on 01 February 2013 - 03:16 AM, said:
I played for little over two hours today. I was revived twice and revived 5 people in turn. I consumed more revival opportunities than I produced. Some players that spend their natural playtime on a revive achievement day in a 'player-space' where too many people like me cause a deficit of player-on-player revive opportunities, will have to augment their achievement progress using unnatural, counterintuitive play, getting their revives in various contrived ways that have been posted here before.
I pose that there always will be player microcosms with a revival opportunity deficit, and thus, some people will have to resort to unnatural, counterintuitive play to meet their daily achievement. I don't consider such an achievement a desirable part of the game.
Are you kidding me? If you play in Orr you can protect a pack of npcs all you want and they'll still die....often while you are taking on 4-5 mobs they wander around hitting another. There is no lack of npcs to rez in orr. Players aren't required to finish it at all nor do you have to "let" npcs die.
Go to Doric's Waypoint bam done. It's also part of an event!
Edited by Fizzypop, 01 February 2013 - 03:39 PM.
#113
Posted 01 February 2013 - 03:49 PM
So, now I have to send at least one character back to town four days a week. Parking a character in town is not a solution, since that only shifts when I pay the wp costs to get him back in the field where he needs to be without changing the fact that I need to pay these costs if I am to complete the daily. And ANet thinks it's a good idea to make me do this once a week just to visit a Laurel Vendor regardless of whether I need to buy anything from him? There goes a big chunk of the silver reward from doing the daily, spent for no sensible purpose.
On the other three days, I can just send my cook in to make 10 loaves of bread according to the wise advice in this thread. What in the heck am I supposed to do with 30 loaves of bread every week, with each batch costing me another big chunk of the silver reward from that daily? Or I could settle for refining some materials. Except that I don't need any refined materials right now that are below tier six, and I don't get enough of the raw t6 mats in most weeks to produce 30 refined t6. So I'll have to settle for lower-tier materials, most of which seem to sell for less in a refined state than if I sold them raw. So once again the daily sucks some money out of my pocket.
Some of the other achievements often require me to go out of my way to meet them, with the possibility of additional wp costs if I don't feel like running the distance. Monday and Saturday I need to find a body of water. It doesn't matter if any of my characters actually need anything in or around a body of water, I need to hang out there until I've made 25 kills, which strikes me as being even more limiting than roaming the landscape looking for 13 different things to kill. At least I can be gathering, mapping, and/or doing DE while roaming for variety, but I can't do much of any of those while camping some pond. Five days a week I need to go find a place where either NPCs or players are dying quickly or where there are large numbers of them lying about, whether I want or need to be in that place or not.
Overall the new dailies give us more variety (good!) yet take away flexibility in getting them done as we go about our ordinary business, while requiring us to spend most of the reward money before we get it. This is a good thing?
#114
Posted 01 February 2013 - 04:21 PM
BrettM, on 01 February 2013 - 03:49 PM, said:
Currently you can buy pepper corns for 8c, salt costs 8c. Piles of salt and pepper have buy orders at 14c. Currently the crafting daily will cost you 20c, or if you are prepared to wait you could sell at the bin price of 20c and make 20c.
Seems like the dodging this daily does encourage players to get a clue.
#115
Posted 01 February 2013 - 04:33 PM
Fizzypop, on 01 February 2013 - 03:32 PM, said:
Go to Doric's Waypoint bam done. It's also part of an event!
What makes this achievement rubbish in my opinion, is that it requires people to feed off a negative thing, i.e. people going down, be they players or NPCs. Sure, you'll have some opportunity during regular play, but when you don't get enough, you'll need to go cruising for misery or do things like taking turns running off the edge of Mistlock Observatory. Sure, it's easy enough, but it's a nonsensical and contrived activity. Other opportunity-based daily achievements at least require you to go on a hunt for positive things when opportunities didn't present themselves often enough during natural play. Gathering? It makes you money! Killing some extra monsters? Well done, you stopped a threat, and you can have its stuff too, if it has any.
#116
Posted 01 February 2013 - 07:11 PM
#117
Posted 01 February 2013 - 07:23 PM
sevalaricgirl, on 01 February 2013 - 07:11 PM, said:
Me me me me!!!! and then some more me.
tough luck.
i personaly like them. to hell with the repetitive tasks. everyday log in and kill 60 monters 15 different between them do 5 events and gather 20 thinguies... well at least this is a bit diferent.
#118
Posted 01 February 2013 - 07:25 PM
#119
Posted 01 February 2013 - 07:29 PM
sevalaricgirl, on 01 February 2013 - 07:11 PM, said:
let me guess, you hate the new dungeon changes too, right?
#120
Posted 01 February 2013 - 07:37 PM
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