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The Orrian Interview - Interview With Colin Johanson

killtenrats orr colin johanson

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#1 Azure Skye

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Posted 02 August 2013 - 10:26 AM

Just a small and quick interview with Colin about Orr.
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#2 beadnbutter32


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Posted 02 August 2013 - 11:36 AM

I am on a bottom 30% tier world and Cursed Shore is almost always deserted now save for a few people grimly farming resource nodes.

Every once and a while a large guild will decide to come there to do a temple, but that is rare.

I think that between adding all the fluftent mini-game BS in the last month or so, combined with the changes to Orr, it just no longer considered a good place to spend time.
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#3 MazingerZ


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Posted 02 August 2013 - 02:59 PM

The one major design intention I think that has changed is gating entrance to the Arah dungeon behind a long dynamic event chain. The players interested in doing a dungeon run often just want to go play the dungeon and don’t want to spend a big chunk of time unlocking access to that dungeon itself. This is something we’ll do less of in the future, and instead still need to revisit the final encounter before the entrance to Arah to give it a different purpose/reward.

IIRC, this change was made in December, when FOTM pretty much absorbed the PvE community. It was pretty much impossible to open the gates up because Guesting was still disabled until sometime after the New Year. Not one individual server had the number of people interested in opening the gates, effectively shutting an end-game dungeon down. Orr was nominally a ghost town for PCs.

I really like how their reactionary development approach is completely ignored and instead somehow blamed on the tastes of the player base. It continues to show that they really don't see how their game design is culpable in how players choose to play their game, with things like CoF P1 farming and so forth.

We developed a more advanced scaling system that allows for the game to recognize the numbers of players participating in content and intelligently not just increase mob difficulty, but introduce vets/champs as well to make the content better balanced and more fun. We’ve been updating all the mobs in Orr over the course of the year to make them more tactically interesting encounters as well, and we’ve got more updates coming to try and finish refining the remaining mobs in that area.


The temple bosses also received an update back earlier in the year, though I think a number of them could still use more work to get up to the level of what we want our open world large boss encounters to be.The goal is when all of this is in place, we’ll be at a point where Orr is a fun place to play with a large group of players (or smaller groups too!) and that it will scale well so if lots of players show up it’s still challenging and fun. Most importantly, Orr will also be rewarding you for the time you spend in those maps vs. the challenge involved.

Usually my problem with Orr is that when I'm alone it's not fun. Yes, I can farm it, but doing most of the events requires usually more than two people.

Also, vets and champs are just annoying. Usually they are just Risen with bigger HP pools that hit harder. I know software development teaches you to re-use code, but many a game critic will tell you that a bigger, burlier version of the same dudes you've been fighting all the time is a boring boss fight.

Edited by MazingerZ, 02 August 2013 - 03:08 PM.

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It's okay to enjoy crap if you're willing to admit it's crap.
Every patch is like ArenaNet walking out onto the stage of the International Don't Kitten Up Championship, and then proceeding to shiv itself in the stomach 30 times while screaming "IT'S FOR YOUR OWN GOOD! IT'S FOR YOUR OWN GOOD!"

#4 Rod Adams

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Posted 02 August 2013 - 04:50 PM

What I think I hate the most is when I'm trying to get a zone clear... and come across skill points that are guarded by group event champions. If it wasn't for Ash Legion Spy Kits.... I'd never get them.
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#5 Loperdos


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Posted 02 August 2013 - 06:46 PM

Zhaitan’s Grave – Will we ever see Zhaitan’s body? Will the Living World be affected by Zhaitan’s death?

Colin Johanson: There is some room for us to play here in the future for sure if we choose to do so. I can’t give any larger answer than that at this point. I imagine everyone is ready for a break from undead for a while, so I think we’d stay away from that one in the near future.

GW2: 0
Player-base: 1

One more reason why the player-base of GW2 is awesome.
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#6 Featherman


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Posted 02 August 2013 - 10:07 PM

Whether or not some arbitrary criteria of "complete" is met, the problem I have is that the game still feels incomplete or half-assed in many areas in both their conception and the materialized design. You can see the intention of WvW, but there's no system to engage players to care about it other than the recently added systems of power creep that does more harm than good. You can see that they wanted to make the entire game the endgame, but their design wasn't engaging enough to make players think so. And of course they added carrots to make players care, but not intrinsically about the content because of the carrots. You can also see that they wanted to create a "living world" world with a living story, but the poor writing, narrative and content designs makes the content anything but "living" and more of a series of mini-games. I could go on...
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#7 Kattar



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Posted 03 August 2013 - 01:56 AM

Let's all try and stay vaguely related to the topic.
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