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Pretend you worked at Anet...


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#1 Captain Bulldozer

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Posted 23 October 2013 - 07:41 PM

So, I've been away from the GW2 scene for a while now... I just got kinda fed up with the direction of the game somewhere around the Tequatl rehash/ascended weapon introduction.  I haven't signed in for probably 3-4 weeks and almost completely stopped paying attention to anything GW2 based.

Boy, it seems like I missed a lot of drama lately!  Anet seemingly continues to displease both on the official forums and here on guru (not everyone obviously, but a varied and vocal crowd of people nonetheless).

So my question is relatively simple. Pretend for the day that you're
1) A lead designer for GW2
and/or
2) The new head of PR/Community relations for GW2.

What would you like to do to the game and/or say to the community right now to try to turn things around?

In other words, if you're anet, what would YOU do to try and turn things around, regarding the negativity currently inundating the game from what seems to be a significant portion of its player base?

(I'll type my own answers later... gotta go teach a class)

Edited by Captain Bulldozer, 23 October 2013 - 07:42 PM.


#2 El Duderino

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Posted 23 October 2013 - 07:50 PM

1. Develop/release a new expansion in Cantha with new races, classes and skills
2. Get rid of bloodlust and add new maps and objectives to WvW besides just siege/zerg mechanics.
3. I would get rid of sPvP entirely and introduce GvG.
4. I would make my intentions and directions for the game transparent and stick to them.
5. I would let Gaile go back to being the same Gaile from GW1.
6. I would shut down the forums and let the third party forums handle moderating and communicate through them.
7. If I was really bold, I would make control and support more effective.

#3 FoxBat

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Posted 23 October 2013 - 08:06 PM

Replace harsh forum moderation with Reddit style voting. It lets the vocal minority see when they really are a minority, while issues that truly bother alot of people will rise to the top and can get priority for addressing.

Battle.net forums should make clear that making a quality product will not save you from the internet.

#4 ChuyDog08

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Posted 23 October 2013 - 08:08 PM

To be honest, I would probably rely on my +20 years as a Director of IT (over the entire IT infrasrtucture including development) in a multi-million dollar a month entertainment industry.  I would strongly suggest:

1. A box set expansion (Cantha to please the masses)
2. Remind everyone the important of great guest service through impactful impressions
3. Recommend removing all time gates from the game.

I would probably be given a lecture on how I was not a team player.  Then, I would do what all the other Anet employees probably does, say "I was just joking"!  Heck, I have a family that depends on my income and insurance. As long as I am getting paid a good salary, I will go with the flow. Who am I to challange the vision of the parent company.

#5 StormDragonZ

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Posted 23 October 2013 - 08:10 PM

We already work for ANet as "interns". How else are they going to find/fix bugs?

#6 El Duderino

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Posted 23 October 2013 - 08:13 PM

View PostFoxBat, on 23 October 2013 - 08:06 PM, said:

Replace harsh forum moderation with Reddit style voting. It lets the vocal minority see when they really are a minority, while issues that truly bother alot of people will rise to the top and can get priority for addressing.

Battle.net forums should make clear that making a quality product will not save you from the internet.

I'm pretty sure they have a voting system which is pretty well ignored.

#7 FoxBat

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Posted 23 October 2013 - 08:19 PM

View PostEl Duderino, on 23 October 2013 - 08:13 PM, said:

I'm pretty sure they have a voting system which is pretty well ignored.

Because it doesn't do anything useful, such as promoting or hiding comments.

Granted you probably need threaded discussions to make reddit system work.

#8 davadude

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Posted 23 October 2013 - 08:20 PM

Content:

1) I'd add a world event with an interesting boss fight to every zone, without timers (using random number generation, creating large windows), and using a notification system alerting players when a map is beginning to play the world event system.
2) Re-write the game's scaling algorithm to make all enemies a good challenge, but to cause enemies such as Tequatl and elite veterans to be fairer and beatable by smaller groups.
3) Make southsun cove and all new maps part of the world completion.
4) Re-write the AI scripts to allow enemies to use a mechanic called "voice," in which they can form groups during encounters, and have scouts that can fetch like-specied back-up.
5) Re-vamp dungeons to REQUIRE completion of all events and removing ability to skip parts or glitch out sections.
6) On a dungeon related note... fix that damn ball-disappearing graphics glitch in CoF.
7) Focus on optimization for larger groups, continue removal of culling.
8) Begin creation of new game-modes for organized PvP, add support for GvG.
9) Allow community to create custom game-modes based on existing variables, and allow them to edit maps and objectives.

Community Team

1) Maintain current foruming policy for official forums, keeps it nice and clean of circlejerk discussions.
2) Hire a small group of bug testers (like GW1 firstlook group), to play patches and test content.
3) Allow all staff to freely express their feelings to the community without repercussions, to ensure good communication.
Davadude - Guru Village Idiot

#9 El Duderino

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Posted 23 October 2013 - 08:28 PM

View PostFoxBat, on 23 October 2013 - 08:19 PM, said:

Because it doesn't do anything useful, such as promoting or hiding comments.

Granted you probably need threaded discussions to make reddit system work.

While I agree that promoting or hiding comments is useful, I think the ability to see the big thumbs up with a star in it or underlined in red is still pretty useful, significantly, and utterly ignored by the mods and devs.

#10 Arkham Creed

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Posted 23 October 2013 - 08:33 PM

I think I would do three primary things.

First off I would probably do the same thing Arena Net is currently doing, or claiming to be doing, with the Collaborative Development thing. Call it what you like, but at the end of the day the development team needs a more vocal presence within the community, and to take a more active role in fan feedback. If nothing else I’d hire a couple of guys whose sole job is to lurk the suggestions/feedback/bugs sub-forums all day, every day and diligently keep the development team abreast of what the community wants and is concerned about.

Secondly I would alter the pace and philosophy of the Living Story. Using it as a tool for regular events like holidays is a good idea, but I would push all non-holiday related events back to about once a month, stop achievement gating stories, and mandate that every patch include some form or permanent content addition. This would be separate from balance and bug fix updates that would come when needed, be that more or less often. Additionally I would use the extra time to start pre-development on a legit expansion, and prioritize its development.

Finally I would completely abolish the “popularity contest” method of prioritizing content, even if only in terms of professions and races. A better system would be to priorities fixes based on the relative number or problems. Profession A might have more players whining about two or three problems, but if profession B as fifteen to twenty problems it gets full priority for the first balance pass, regardless of how many players it has.

#11 Conkers

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Posted 23 October 2013 - 08:33 PM

I would do nothing, because the core issues would not be solved without a complete re-write of the combat mechanics, class designs and the game engine, which obviously is never going to happen. So WvW is always going to be second rate because that skill lag will never go, player caps will not be able to be increased, etc..., teamwork whether it is PvE, tPvP or the laughable "GvG" is always going to be shallow and so on.

I would just count myself lucky that has not been any big AAA MMO released since launch, and that in terms of a more actiony type combat there is little choice and virtually no choice when it comes to a WvW type of play (ancient game like DAoC, or niche full loot games like Darkfall Unholy Wars).

So I guess the best thing to do is concentrate on what is now the core of the GW2 playerbase, very casual players or those who want largely very mindless zergy gameplay attached to "rewards" like particularly thick lab mice, and accept that most of the rest who still play are only doing so due to lack of competition and will be off to Wildstar, TESO and eventually Camelot Unchained when they are released.

#12 Miragee

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Posted 23 October 2013 - 08:46 PM

View PostFoxBat, on 23 October 2013 - 08:06 PM, said:

Replace harsh forum moderation with Reddit style voting. It lets the vocal minority see when they really are a minority, while issues that truly bother alot of people will rise to the top and can get priority for addressing.

Battle.net forums should make clear that making a quality product will not save you from the internet.

Well, it's long since they really made a quality product outside of fluid and bugfree gameplay.

View PostEl Duderino, on 23 October 2013 - 07:50 PM, said:

1. Develop/release a new expansion in Cantha with new races, classes and skills
2. Get rid of bloodlust and add new maps and objectives to WvW besides just siege/zerg mechanics.
3. I would get rid of sPvP entirely and introduce GvG.
4. I would make my intentions and directions for the game transparent and stick to them.
5. I would let Gaile go back to being the same Gaile from GW1.
6. I would shut down the forums and let the third party forums handle moderating and communicate through them.
7. If I was really bold, I would make control and support more effective.

Agreeing on all but point 1. I would rather give an expansion to completly new areas/continents.


If I were in charge I would split up a part of the dev's and put them back on gw1. Both games can definately coexist, as different as they are. GW1 just needs support (balance, tournaments, quests/stories, maybe a new area/dungeon). An expansion would bring a lot people back, I'm sure, but this would be a hard task because it should bring new content while stepping back on other parts like the removal of PvE-Skills. No new classes either. And more skills just maybe, very very carefully.
Then I would do everything El Duderino said, including my change to point one. I would also try to accomplish what they wanted to do and creating a living world based on dynamic events, making them meaningful and really dynamic. Also totally removing heart quest and insert old school quests.
This would probably take way too much money as well as creativity and I would be fired within 1 day of course.

#13 MazingerZ

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Posted 23 October 2013 - 09:13 PM

Ride it out until I can find another place to work.

The game can't get the parallel development it needs without serious capital investment to address the following issues:

1) Performance, both graphical and server.  WvWvW lags, and graphical clients choke on rendering Lion's Arch or DR.  This might be mitigated with world-chat in major cities, which should be EASY considering that you have to load into these individual areas.  WoW has no thing, and they manage to have chats spreading across the major capitals.

2) Art department.  Despite the claim for a cosmetic end-game, everything you can acquire is piece-meal.  Weapons, backpacks, helms, three-piece sets.  The only full armor sets they've released have been for the gem store.  1 at launch and two since then.  Their content cycle clearly is lacking in the manpower to produce unique armor assets that work across all races to have any form of cosmetic end-game and enough cosmetics to sell on the gem store.

3) AI issues.  The AIs are stupid, but this might be combat mechanics.  They follow nothing that any sane person would consider logic, and thus have to make it up with excessive health pools and OHKO attacks.

4) Actual content generation.  Dungeons, Events, World Changes.  Events are nice.  I cannot see why they can't have instanced scenarios for Living Story content instead of making it temporary.  Put in the World Changes after the two weeks and then create the ability to spawn Living World instances for people to complete events (actual scenarios that test you, not cow clickers) and get achievements.  Temporary content tied to achievements only work when the content is guaranteed to comeback.  See Brewfest and all other Blizzard holiday events.

5) Bugs and Q&A, you need to test this stuff and you need to be able to hire low-level people no in charge of implementing new things, but  finding out why, after you put everything together, it's not working right.  I'm looking at YOU Bloodtide Coast.

6) Mechanics issues... Why are Thieves the only class with resource management?  Everyone else has CD management.  Even if you generate back your Life or Adrenaline on Necro/Warr, more than likely the CD will keep you from blowing it again.  Why is Berserker the best gear in PvE?  Why are +healing and tough/vit the crappiest stats?  Why would we stack them?  Why do we have condition damage if it gets capped in an open world environment?  Especially when we're required to do X% of damage to get credit on kills?

Costs will come down as processes are created to deliver these things more flawlessly.  The problem is, since launch, they've had no obviously repeatable process for content delivery.  To anyone, they look like they're floundering, because they're trying to work within the constraints of a mandate to turn a profit, when they're not positioned to do so and live up to a certain level of quality.

But again, that would require further capital investment from NCSoft/Nexon and I don't see that happening.  They're numbers people.  They only care about the balance sheet.  Beseeching them that this is not a good, long-term profit plan is not an option.  You may as well clean your desk out at that point.  So you march onward, fulfilling NCsoft's profit mandate and try to keep the game afloat by banishing even the slightest criticism, lest the eggshell veneer crack and reveal all the issues with the game.

Edited by MazingerZ, 23 October 2013 - 09:32 PM.

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!"

#14 kalendraf

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Posted 23 October 2013 - 09:39 PM

I would make two relatively simple yet fundamental changes that would have a huge impact on the cosmetic diversity in the game:

1.  Release the toolsets that support the creation/modification of graphical game elements (specifically, armor and weapon models and skins, but potentially other graphical content as well).  This would instantly create a foundation for a GW2 Mod community.  As demonstrated by games that openly support 3rd party mods such as the Elder Scrolls series (Morrowind, Oblivion, Skyrim), large modding communities are able to create a diverse set of armors and weapons, much faster and significantly cheaper than a game company is able to do.  This is essentially free art development for the game, and it overcomes resource constraints related to budget, time and talent.

2.  Add a feature in the gemstore where the 3rd party armor and weapon mods can be purchased by other players  (similar to the Steam Workshop for Skyrim).  All mods could undergo an in-house vetting process to approve which mods are officially made available to players.  To further encourage mod development, part of the mod proceeds could be awarded to the players that submit the mods, allowing players that make popular mods to earn more.

Between these two changes, a thriving mod community could get started, and begin to tackle the major cosmetic diversity issues that plague the armor and weapons in the game.  Modders could even earn gems for their work.  For regular players, it would lead to a wide array of cosmetic options (armor, weapons, etc) becoming available in the gemstore.  For ANet, it would provide a wide selection of cosmetic options to sell in the gemstore.  It would also free them up from working on that part of the cosmetic development and allow them to tackle other issues in the game.  This seems like a win-win-win all the way around.

Edited by kalendraf, 23 October 2013 - 09:53 PM.


#15 shanaeri rynale

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Posted 23 October 2013 - 09:46 PM

1. separate WvW servers from PvE servers and allow people to transfer to any PvE server they want as often as they want for free. Keep WVW restrictions the same though
2. Fix the guild systems and add last login and the ability to see the guild chats of all the guilds I belong to, not just the one I rep.
3. Give us a fit for purpose chat system as befits a AAA MMO.
4. (not going to happen) rework the combat and skills systems
5. Return to the district system of GW1 with under as well as overflow systems
6. Ditch the LS. Yes we know you can deliver content every 2 weeks. Doesn't mean you have to.

For the CM side
1. Regular in game Q&A with players and attendance at in game events.
2. Recognise when mess ups are made and apologise for them, yes even ones that were made at launch.
3. Get rid of the hubris before it kills the company and the community

Edited by shanaeri rynale, 23 October 2013 - 09:46 PM.


#16 Cube

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Posted 23 October 2013 - 10:35 PM

After saying sorry for w@nking the whole time while we where making the game, and making a dedicated group of 2 people who deal solely with feedback, good or bad, I would

1. Put more effort into fixing bugs and existing content, and always have bug fixes in every patch.

2. Always listen and understand the players when it comes to balancing.

3. Absolutely REMOVE every time gate in the game(dungeons, ascended, what have you). I will not punish people for playing a different way from me, I hate this anti-farming shit.

4. Host competitions every 4 months through facebook and through forums. Engage players to be creative. Allow players with the most votes to have their designs added to the game in future content or for a reward.

5. Actually fix the bad PC port that GW2 is. You can tell it was designed for a console lol, wasn't they introducing it on console anyway?

6. Fix the extremely frustrating mouse click where you target with both left and right. It's driving me mad, just make it a tick box or something.

7. Actually make support important and change rupts to 1/3 seconds casts, make people able to see what skills your casting. It means a revamp of mesmer and ranger. Yeah, I know this means changing what GW2 is supposed to be.

8. Make Gaile act as she did in GW1. If that is not possible for whatever reason, find someone that can at least do half as good as her.

9. Remove the vista's and PoI's needed to complete world mapping from WvW. Players should not be forced to do WvW to get them, and they take up space for the people that actually play WvW.

10. Allow people to change the colour of their skintone in the hair kit as well. Also make character able to colour their hair accessories at any time, with their own colours.

11. Have a serious conversation with NCSoft and staff about raising the paychecks and pay them equally(gender and race wise) and fair.

12. Understand that I'm overworking my employers, try to figure out a way to make it less hectic and stressful for them.

13. Make events scale better, group events can be done by just one person now(Except dragons obviously). Mainly because the reality is, people aren't going to go back to zones and we should stop trying to make them unless it's quality lore. And it sucks being lvl 28 and you can't kill a champ cause there's nobody else around.

14. Introduce a companion like heroes in Guild Wars, you may only have one, and in a party of players you may only have one spawned at a time. You can customize this character to your own will. It can be any race that is friendly and wield any weapons to it's class. You can choose class and customize skills. It will be on the gear level of a player but you must purchase gear for it. It will not have amazing AI obviously(will be able to dodge, but not dodge everything etc, but it will be a nice companion when you level up or venture through Tyria.


Content:

1. I would reintroduce the dungeons in the past, make 2 new paths to all of them each, also expand on the extremely short ones(like the southsun one). I would make the aetherblade armour available as rewards for tokens, as well as weapon skins that was introduced at the time, i. e the southsun weapons you could only get through RNG would now be available as a reward for the southsun dungeon or still be able to be purchased through the tickets you get in the lion chest of course. I would make these double the token amount than other dungeons, and try to make these dungeons fairly harder, but not either "boss has 46791201mil HP" or the classic oneshot mechanism delevopers love to add into "challenging content". It will be based on your ability to dodge and your general skill level.

2. I would introduce a brand new mini expansion(something at the length of War in Kryta) that will take you futher into the lore of the God's, and it will lead you to the elite areas such as UW, and in the future FoW will come, and then next will be DoA. These elite areas will be 10 to 20 man and very challenging. And I will make the reward a chance for a precursor at end chest and some new great looking very rare weapon skins, FoW will spawn a armour vendor that will allow you to buy the obsidian armour from Guild Wars, all available. Mesmer, ritualist, monk, necromancer, elementalist as Light options, warrior and paragon as heavy, dervish, ranger and assassin as medium. It will cost different amount of T6 materials depending on Light/Heavy/Medium + 150e(25e/ea piece), they will be ascended(since that crap got introduced). DoA will of course have some unique skin drops, but in particular it will be possible to purchase armbraces again to receive tormented weapons.

3. Possibly when the game reaches 2 years I would release an expansion and I would make it Cantha and the Tengu being a new playable race. You wont be able to start on the starter island with anything but a Tengu, but will introduce new skins, faces, armours, etc on all races. And it will be like in Guild Wars, where you can take your existing character to the new continent and experience the story. Would maybe not be the popular opinion, but the Kurzick and Luxons would be in it despite this whole ordeal with not wanting to offend anyone. But perhaps it will be in a completely different way than them fighting? Introduce Luxon, Kurzick and Imperial armour, and each set will be specificity made for each race and not made for a human and then stretched.

4. With the new expansion it would be naturally to introduce Guild Halls and GvG. There will be two types. Your normal GH that has same type of options as GW1(allowing you to add merchants of many sorts). But it would also give options to more RPG'ers, options to add furniture, NPC's, etc. The second type is the GH you fight other Guilds with, it will not have any of the RPG elements present as it acts as a battleground. Each guild hall has their pro's and con's.




I may expand on this I don't know. Just dreaming right now really lol, sorry.

Edit: I can only comment on PvE etc as I simply do not do WvW or PvP.

Edited by Cube, 24 October 2013 - 09:33 AM.


#17 Captain Bulldozer

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Posted 23 October 2013 - 10:55 PM

If I were a community manager,  I would strongly recommend the following:

1)  Publicly issue apologies for mistakes made (the birthday present fiasco, the departure from the manifesto, the in game situations that many people find unacceptable, etc.), lack of coherent direction, and the stubborn closed minded thinking that has been prevalent.  Such an apology is sorely needed right now, no matter what corporate policy says about it, to the effect that acknowledging faults would actually show players that, not only have they been heard, but that they are actually right about a lot of things.  Ditch the hubris and replace it with an open minded channel for feedback.

2)  Encourage all anet employees to play the game with actual customers regularly (and not just the same few over and over, but many different varied people), to get to know them and understand what they actually enjoy in the game.  

3)  Have regular (maybe even scheduled) in game community discussions with the leads and middles leads of each design team to preview ideas and ask for feedback, or just to answer questions.

4)  Either delete the official forums or upgrade them to the point of functioning at least half as well as other forums.  The Official forums are so crappily designed... just using them makes you upset sometimes.  There should also be personal forum/wiki pages for all the community managers and lead designers for feedback (similar to how Gaile used to and still does operate).

5)   Fight back against corporate pushing/marketing which forces undesirable changes or statements which are clearly bullshit (i.e. there's NO excuse for saying there was already an expansion's worth of content added back in January).  This would require developing more internal, long term leadership inhouse, but without it there's a vacuum too easily filled by the publisher.

There are probably more, but that I think would be a good start.

Now, if I was the lead designer:

1)  Separate WvW from PvE servers completely.  Let people choose which WvW server they want to be part of, but allow gem based server transfers.  Connect all zone instances across servers via districting, which can be manually controlled by the player. Ideally, this would be done so that you can see the population size of each district when choosing a district.  You want a zone that's more populated?  Go to the one you want (district 1, etc.) You want to play with a friend or 2 in a sparsely populated world, go to a district like that.

2)  Make new maps for EACH WvW server, with map portals/boundaries to the other worlds.  Each world then feels distinct, rather than a carbon copy of the same map for each world.  Add the option of building new fortifications in certain locations, or completely razing fortifications from certain parts of the map (not just walls).  Let players design their own wall layout of fortifications (within reason).  Allow terrain modifications (to some extent) as well (i.e. trenches, tunnels, redoubts, moats, etc.)  This could help to break up zergs and encourage more strategic play.

3)  Get rid of the timers that were added to boos fights in favor of boss mobility, or skill combinations (players create combo fields and use them, why not bosses?)  Allow players to build a limited number of siege weapons to fight  some of the bigger bosses.

4)  Add meta event chains like the temple chains to every zone in the game, but have each of them offer their own unique rewards.  Cycle out some of the too often repeated DEs in favor of newer ones that update the progress of the old ones.  (i.e. you've successfully defended against a centaur attack so many times that they change their tactics... next time they bring a siege weapon, ro attack a different, weaker, target.)  The are mostly stale and hardly make the world feel alive... quite the opposite.

5)  Allow players to improve or modify their weapon skills over time, at the cost of skills for other weapons.  (i.e. you fight with a greatsword so much that your skills get better, but you're now much worse at using a hammer).  Sliding scales for proficiency with all the weapons would be a lot of fun I think.  Redesign any traits that are based around weapon skills in favor of this approach.

6)  Make the drops rates acceptable (i.e. if you play the game for 10 hours, you should have a very high likelyhood of getting an exotic/rare drop, no matter WHERE you played).  Right now, guaranteed chests take away the surprise, but are necessary because the open world is so completely unrewarding otherwise.  Fix this.

7)  Scale back the content releases to once a month, make them less based around achievement point grind.  Fire the current narrative director and begin actually telling stories worth telling again (and not just through DEs and cinematics).  GW1 proved that epic story telling could make the world go round, whereas GW2 abandoned that approach.   Revamp ALL personal story instances, replacing the "talking head" dialogue screens with actual cinematics.

8)  Double the art team,  PvE should be a vanity based horizontal progression game, with minimal traces of vertical progression not pertaining to gear. Bring back location based gear drops in the open world. Make titles apply bonuses/debuffs to characters to encourage them to be earned and used in certain situations.

9)  Revamp crafting, especially cooking.  LotRO had a great system for farming (literally) cooking products, implement a similar system... no one sane enjoys spending hours running around looking for vanilla beans.  Disallow a character to master all crafting professions.  No master armorsmith is also a master artificer.  Mastery should be obtainable in only one craft per character, but a second craft can be elevated to a high point as well (just not to mastery).  Decrease the number of certain rare materials needed, but make those rare materials farmable and more rare.

10)  Introduce zone connecting quests that operate outside the traditional DE structure.  DEs are good in practice, but not enough to really give a feeling of epic journey.  

Wow... I have a lot more really, but I'm tired of typing.  Maybe later.

#18 Graka

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Posted 23 October 2013 - 11:05 PM

Pretty much stuff I would do is already here, but one thing isnt.

1. Fire anyone that comes from a craptastic game, or old school thinking. IE Blizzard employees that worked on Wrath or above, anyone from Nexon, any person from Funcom or Sony. Generally get rid of people that dont want to be part of Guild Wars, and want Guild wars to be part of their own vision.

Actually this makes me think of another requirement. Any and All Anet employees MUST play Guild wars 1 to completion, all campaigns, and participate in HoH and various other pvp battles before they are even allowed near a keyboard for coding. They should actually have an idea of whats going on before they want to 'change' how things are.

Edit: Oh and another one, grab the entire marketing department and show them the store from GW1 and squish their face into the screen till they see that people like to buy 1 item and have it unlocked for all characters, and that this makes them happy and want to buy more, not one item that can be shared among characters.

Edit2: Damnit now I'm on a roll thinking, bleh. All the videos should be like the Queens Speech one, I like when they stand and talk to eachother, but that should be a placeholder till you can make nice cinematics like the ones weve seen during Dragon's Bash with Marjory, I get why its kind of annoying to do so, but it adds to the imersion. Like dont get me wrong, not wanting Blizz quality movies (Half the time I think they blow most of their budget on the flashy movies and then forget to actually save enough for providing quality gameplay.)

Edit3: Break the zerg in WvW. Make it so there is a debuff or something when more than say 30 people are together that gets worse the more there is, something like "Uncoordinated"  Your commander cannot relay orders to all participants -1% effectiveness (-1% for all stats) for each additional person. This will set up more actual platoons moving around the map and make things more strategic, it will also kill the lag problem people complain about in one swoop.

Edit4: I know I will take heat for this since I argued against it, but I know the benefits it will bring. Put like 5-10 guys on making GvG, and guild halls. Also have them work on updating the Home district. Along with this give multiple types of sPvP gameplay like GW1 of old, you know Random Arena, Fort Aspenwood, Jade Quarry, HoH, etc, you dont even have to put them on seperate achivement tracks, just let people pvp and go nuts.

Edit5: Keep with the book writting, IE the novels that have come out, with this also add more to the game that connects back to GW1, and I knwo this is a total pipedream but also add some things to gw2 where the solution, or the clues are in GW1, letting you go back and play it again. Like some Living story where they talk about "There was a time long ago, the Hero of Tyria gathered an army to save Ascalon city from the Charr invasion, he sadly did not make it in time to stop Aldeburn. In his sadness for his lost people he buried a trinket, we know not what, in the Ashford Plains. He was quite powerful, and the items he carried on him were magical beyond belief, some even say God destroying. I can try to send you on a vision quest to the past to see the battle *send player to gw1 to see the battle* So you say it was over here? ah yes, I've found it, we must study this, it might give us an idea against the dragons.

Like obviously someone can come up with a better way of explaining it than me, but incorporate the two games together.

Edited by Graka, 23 October 2013 - 11:35 PM.


#19 Butcher

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Posted 23 October 2013 - 11:20 PM

If I worked at ANet?

I wouldn't, and I most certainly wouldn't recommend anyone to work there. Here are some simple reasons:
  • Low pay.
  • Longer than needed "creative development" meetings only for ideas to be promptly ignored.
  • Loose teamwork and unclear direction from superiors.
  • Development team is partly made up of interns that will leave in the near future.
  • Bad game.


#20 FoxBat

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Posted 23 October 2013 - 11:33 PM

View PostEl Duderino, on 23 October 2013 - 08:28 PM, said:

While I agree that promoting or hiding comments is useful, I think the ability to see the big thumbs up with a star in it or underlined in red is still pretty useful, significantly, and utterly ignored by the mods and devs.

Useful to devs looking for feedback.

Not useful for keeping negativity down on your forums, which is what the thread opened about.

It's remarkably naive to think that improving your game is going to significantly cut down on negative feedback. Invest the resources to fix 10 things and the next 100 get focused on, with 40 of them being things the community is diametrically opposed over, and the other 40 systemic things you chose to commit to a while back to make anything work at all. Pushing your players to quit (rather than hanging on and complaining about inevitable annoyances) is the only way you can solve that with game design.

Edited by FoxBat, 23 October 2013 - 11:37 PM.


#21 Graka

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Posted 23 October 2013 - 11:37 PM

View PostButcher, on 23 October 2013 - 11:20 PM, said:

If I worked at ANet?

I wouldn't, and I most certainly wouldn't recommend anyone to work there. Here are some simple reasons:
  • Low pay.
  • Longer than needed "creative development" meetings only for ideas to be promptly ignored.
  • Loose teamwork and unclear direction from superiors.
  • Development team is partly made up of interns that will leave in the near future.
  • Bad game.

Totally useless to discussion? "Pretend your a pirate" "I'm a ninja!" "Well just imagine your a pirate" "I'm a ninja! and I kill Davey Jones with my ninjitsu!" "Dude, I dont want to play with you anymore"

#22 El Duderino

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Posted 23 October 2013 - 11:42 PM

View PostFoxBat, on 23 October 2013 - 11:33 PM, said:

Useful to devs looking for feedback.

Not useful for keeping negativity down on your forums, which is what the thread opened about.

It's remarkably naive to think that improving your game is going to significantly cut down on negative feedback. Invest the resources to fix 10 things and the next 100 get focused on, with 40 of them being things the community is diametrically opposed over, and the other 40 systemic things you chose to commit to a while back to make anything work at all. Pushing your players to quit (rather than hanging on and complaining about inevitable annoyances) is the only way you can solve that with game design.

Negative feedback, has always, and always will be, more productive and informative than positive feedback. Just saying. The thread, from what I understand, wasn't about obliterating negativity through a up/down voting system (AKA Reddit), but reducing negativity through game design. And, from what a lot of people suggested, I think it would fix a lot of negativity than just trying force it out of the conversation altogether.

Also, what's wrong with pushing people to quit through game design? That is kind of part of the problem. They need to start letting people go and not trying to prolong the agony by saying everything is on the table.

#23 ilr

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Posted 24 October 2013 - 01:40 AM

I'd just keep my head down and Address ALL of the bug reports I possibly could.

They actually have a couple people sort of doing this, but they're not addressing ALL of the reports.  Infact they're continuing to do a really shitty job on it when it comes to broken Events and things affecting class/game balance.  I guess I shouldn't be surprised, but if you look at the bug forum itself, the kinds of things that really leap out at you as having the fastest responses, are things like this:
https://forum-en.gui...zle-bugs-Merged

....why does that get top priority?  B/c of some stupid achievements that WvW'ers never asked for in the first place?
Then there's this much worse issue that got a response but for the life of us we have no idea what it even means:
https://forum-en.gui...rst#post3059071
...or why it wasn't fixed last year when it was just as much a priority.


Interpretation: If read on a technical level, it seems to be a non-admitting admission that entire borederlands could be getting completely stacked in one side's favor while the other side sits in a queue forever not being able to defend themselves.  Some servers actually have evidence of it creating incredibly lopsided "Blobs" on their own BL's.  .... Nope, stuff like that isn't important enough to get real disclosure on.

#24 BlackBoxx

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Posted 24 October 2013 - 03:57 AM

If I had the power to implement all the changes I want?  Hang on a sec...

*rolls up sleeves*
*revs up chainsaw*

We're tearing a bit of it down and rebuilding.

First, dynamic events are boring as they are now.  They don't feel dynamic in the slightest.  You protected the town from centaurs!  Yay!  Oh, wait...  They're back again.  

No more!

Each and every zone should be a struggle.  There is some objective that players, friendly NPCs and Zhaitan's army want to hold.  Instead of a bunch of unrelated events occurring for the sake of players getting exp and karma, they should be focused on one side trying to gain something that will help in the overall process of taking the objective.  The winner actually gets said advantage and the opposing side must be clever about countering it.  To make it interesting, even with a slew of advantages for the players, the enemy army should be relentless and challenging.  If I really feel like going all out, some events can take place in or affect other zones and its events.  

None of this would happen on a timer.  Once an objective is secured/lost, the next phase kicks in.  Enemies immediately head for the next objective, and fortify the current one.  The zone should be in a constant state of flux, not littered with predictable orange circles.

Enemies need to function as a unit, not punching bags that explode into candy when a player hits them enough.  Sticking with the dynamic events revamp, Zhaitan's army has patrols trying to either sneak around to take back advantages, or hunt down players.  Some patrols will have scouts whose purpose is to gather information.  They will be difficult to spot if players are just playing GW2 like a standard grind-fest MMO.  After assessing the situation, the scout will report back to their patrol and a few things can occur.  The patrol could assault a keep if there are few players around. They could avoid a certain area if too many are around.  Or, they could go into hiding and wait for more opportune circumstances.  In the event that a player manages to spot an enemy scout, they may try to prevent them from meeting with their patrol.  Without the information, the patrol may make poor decisions, costing them an advantage or two.  They also move in real time, with a starting point and a destination (not always the same place, mind you).  Players may encounter these patrols on their travels and may be forced to adjust their plans, possibly even fleeing if spotted.  If players want to engage the patrols, winning can deter the enemy from attempting the same move for a considerable time.

Once the enemy calculates that it can take the prime objective in a zone, the big battles begin.  Depending on what advantages each side has, the enemy will take a different approach, like any intelligent army would do.  In the midst of the assault will be the enemy general.  If defeated directly, all participants in the fight (the whole fight, not just the ones dealing damage to the general) get rewarded with unique skins pertaining to the zone/allies/enemies involved.  If the enemy simply calls in a retreat without the general being engaged in combat, or the enemy overtakes the objective, then the players get the standard rewards based on the level range of the zone (winning will have higher chance for exotic rewards, of course).

In actual combat, enemies need to work together.  Rather than simply let players wail on them, they need to dodge, block, charge, retreat, bob and weave.  Strike at the right moment.  Support allies with combo attacks.  Overall, they need to be a menace for reasons beyond repawning 2 seconds after you just killed them.

The gear system needs to be reworked.  First off, ascended gear gets hammered down to exotic levels of power.  Let people get max stat gear quickly, as stated prior to launch.  Also, the stats on gear doesn't quite work.  It's all just boring +n to whatever you had before.  That's not progression.  It's trying to maintain a status quo.  So, I would remove all +stats from gear.  In its place, players get to distribute those stats as they level up, with the total amount at level 80 being the bonus a player in full exotics has right now.  This includes the sub-stats like boon duration, condition damage/duration and healing power.  They can be freely (and I mean freely; no respec cost, no time gate, no reagents required) redistributed any time a player is within designated safe zones (some of which can be lost to the enemy).  Gear would then have to provide some sort of flavor abilities, similar to what some rune sets do.  Hopefully, this would make gear hunting actually mean something.  "Cool!  I got a set of boots that give me +5% crit rate on the next skill I use after a successful evade".  Or "this dagger increases the range of my dagger skills a bit".  Interesting and more importantly, diverse choices for gear is a must for this game if I'm in charge.

Support and control need a boost.  First, support.  These skills need to feel useful when used at the right time.  For that to happen, there has to be a "right time" to use them.  This is where we go back to GW1 and see how it managed to make skills work.  They added tradeoffs and conditional bonuses to skills.  Let's say guardians get a skill called Stonewall Stance.  This skill gives the guardian protection and stability, and creates a line of warding that extends to their sides, but reduces their move speed by a significant amount. This effectively makes the skill great in a situation that needs more defense, but terrible for an assault on a location.  Stuff like that.  Also, it needs to be more obvious when a player has a support effect in use, and the effect should be more pronounced (protect reduces more damage, might grants more power, etc.) or require fewer stacks to hit the max, and let extras prolong the effect.  As is, the right time to use skills is whenever they are available (intentional exaggeration).

Control needs to be useful on every enemy type.  For bosses, I get that we can't just let mildly organized zergs to stun lock an enemy general perpetually, but there is a middle ground between all and nothing.  Tough enemies need to have moments when they can be affected by control skills.  This time frame can be different depending on the individual enemy (after using a specific skill that leaves them winded, being hit with an environmental weapon with a long cooldown, etc.). During this time, only a limited amount of control skills will take effect before Defiant kicks back in.  

If it's not obvious that I'm not a game designer, let me just remind you; I'm not a game designer.  I'm sure many of you may see some major flaws in what I would change.  I'm okay with that.  My mind tends to wander a lot, so many of these things, while making perfect sense to me, may be worded very... strangely, to say the least.  Also, it's late and I am tired after a long week at work.  Apologies for the rambling novelette.

#25 nerfandderf

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Posted 24 October 2013 - 11:20 AM

First thing I would do is pick up the phone and ask NCsoft how much they want and see if I can manage a possible loan to buy out the company.
If i dont have control to do what I want and can be reversed there is no point in making changes because it is making money now.
The point is here to correct the game - bring happiness back.
That will mean bloodshed and of course at the end significant revenue increase but only if I have control if not it isnt worth my time.

Kill off all that is bad for the game PR wise - Mike O. Colin, Chris, Jon, Martain - all must go - they have too much negative basis to them and influence. Bring back those that left with a pay raise.
This would be a rehab project 100% and frankly looking at it - may be better to start fresh if possible with a new IP,

Forgot one of the most important quick changes I would do is to make precursors available, Seems that is something the mass population wants and is requiring. Also get rid of john smith.
and make anyone who uses inside info on manipulation the economy a fire-able offense and name and shame those people on the official forums for everyone to see.

all about optics at the start- give them a reason to believe.\

It may seem harsh to do away with these people but they are responsible for what it is. People need to held accountable and need to be seen to be held accountable. It also gives you authority since they are the ones that could undercut your decisions. You also get rid of the negative PR associated with them.
Next coup - see if you can entice one of 2 other previous directors back on board!

Edited by nerfandderf, 24 October 2013 - 11:28 AM.


#26 nerfandderf

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Posted 24 October 2013 - 11:47 AM

View PostButcher, on 23 October 2013 - 11:20 PM, said:

If I worked at ANet?

I wouldn't, and I most certainly wouldn't recommend anyone to work there. Here are some simple reasons:
  • Low pay.
  • Longer than needed "creative development" meetings only for ideas to be promptly ignored.
  • Loose teamwork and unclear direction from superiors.
  • Development team is partly made up of interns that will leave in the near future.
  • Bad game.
That is why you buy it and remove them and do it right. see above - kill the head to send the message to the body - shape up or ship out.

#27 I'm Squirrel

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Posted 24 October 2013 - 11:54 AM

Start by announcing a FULL expansion in the next 6-8 months. This includes announcing the new races, professions, skills, weapons, and territory included in the expansion.

Remove 50% of the current amount of servers, increase player limit in all maps significantly. Lower gems required to transfer servers by 30%. Right now they cost fudging $20 in gems to transfer, ridiculous.

Open the dominion of winds, the crystal desert, elona, and cantha, in the next 2 years, as full expansions.

Create 4 different WvWvW maps so they're not all fukking the same.

I would make everyone work 5X harder. And tell the community that we're sorry we did not fulfill GW1 fans' expectations and we will change everything about that in the next 6 months.

EDIT:
Oh and fire Colin Johansson.

Edited by I'm Squirrel, 24 October 2013 - 11:56 AM.


#28 lalangamena

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Posted 24 October 2013 - 11:57 AM

1- remove SPVP as some people mentioned.
2- removed AOE CAP completely in WWW.
3- made the following changes to PVE:

a- removed defiant from dungeons , left it only on open world bosses.
b- doubled all the CC base duration's.
c- add grandmaster trait on healing line that allows healing skills to crit from perception and crit rate-
d- increased the damage resistance provided by toughness.
e- remove stamina regeneration while moving (allow stamina regeneration only when standing still)
f-  add a grand-master trait on toughness line that triples the amount of toughness that gained from wielding a shield

EDIT:
removed the living world every two weeks silliness, instead gave the coders to write new fractals, so every two months a new shard is released.

EDIT: remove most of the waypoints from maps. waypoints should be in castles, keeps and holds, not in a middle of an intersection. and add party teleport via some skill or item.

Edited by lalangamena, 24 October 2013 - 12:14 PM.


#29 FoxBat

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Posted 26 October 2013 - 08:43 PM

Most complaint posts (on the official forum anyway) come from people in a grey zone between quitting and staying on. If you fix their problem, some of them might move from the higher end of that grey zone towards being happy with the game. Others move from the brink of quitting towards the center of this grey zone, because you only fixed *one* problem. Now they have plenty of other issues to still complain about, but are hanging around because you got some fixed. You increased your retention and profit by making a better product, but you didn't actually make your forums any happier a place.

Maybe if someone could create an MMO that made everyone happy all the time the complaints would vanish, but I've yet to see such a beast, highly active forums everywhere are quite shitty including the industry leaders. So a game of such quality seems like a pipe-dream at the moment, and a fairly expensive bet to make given the utter lack of evidence.

A second reason that improving the game doesn't stop negativity is the fact that, in GW2's case, we know the "still playing but fairly unhappy" group is only a vocal minority (that they are large just points out how very large the whole playerbase is.) When you give voting powers to posters as Reddit does, you see way less negativity than Anet's attempts at moderation ever achieved. You also don't see anywhere near the proportion or volume of complaints on in-game chat as you do on forums. So the question becomes whether you really ought to devote the majority of your resources towards placating a minority of your playerbase, particularly in terms of who is going to give you the money to keep working on the game. This is why you see so much new content popping up quite apart from fixing long-term issues (although there's been a fair amount of the latter too.)

View PostEl Duderino, on 23 October 2013 - 11:42 PM, said:

Also, what's wrong with pushing people to quit through game design? That is kind of part of the problem. They need to start letting people go and not trying to prolong the agony by saying everything is on the table.

That's a fine moral stance but none that a MMO can really afford. Of course they want as many people as possible hanging around (and some of them spending money). There's plenty of examples of what happens to online games when people stop hanging around.

Ultimately the push to improve the game, fix annoyances, and keep pushing out new content is all about retention. That is what pays the salaries that lets them make improvements in the first place, not happy forum posts. That's a good thing though considering that improving your game is just going to encourage complainers to stay on and complain more; fixing some things does all the more to encourage players to keep making noise in the hopes that it might make a difference.

#30 Gilles VI

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Posted 26 October 2013 - 09:11 PM

View Postlalangamena, on 24 October 2013 - 11:57 AM, said:

2- removed AOE CAP completely in WWW.

Lol? So zerg vs zerg would always be = dead in 1 sec?




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