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Do you like the direction the LS event structure is moving in?


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#1 gw2guruaccount

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Posted 05 March 2014 - 04:42 PM

It's a quick question based on the flow of the events and how the achievements seem to be more and more utilitarian and less individualized in my opinion. Many achievements in the game are very "do this" which require you to specifically do something even in team-oriented environments with anywhere from small PvP teams of 5 to large "zergs" of 100+ where your odds of being that person may not be very high depending on your given role in the teams.

What do you think?

To double-up and save space and time this is also a "What do you think of the current LS segment?" thread too.

#2 Phineas Poe

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Posted 05 March 2014 - 05:43 PM

I don't understand what you mean by being less "individualized."

I'd say these set of achievements for the Battle of Lion's Arch place a lot more personal accountability on the player versus what we've seen in the past. There are some simple "Kill X" ones (No More Magic, Out With A Bang, One Step Closer), but a lot of them similarly expect the player to avoid getting hit (Keep Your Distance, Light Show, No More Tricks) or apply additional challenges to the player that aren't necessary but do encourage mastery of the content (No Free Lunch, Nowhere to Hide).

There's some gimmes there, but there's also some that encourage you to go beyond the events and explore the map (He'll Never Live This Down) or encourage deeper mastery of content beyond just killing it, but killing it efficiently (In Tune, Six Minutes to Knightfall). I think the high marks of the Living Story were the Zephyr Sanctum and Queen's Jubilee, but this is relatively up there too on the higher end of achievement collections. If they were to follow a kind of distribution model of achievements in the future, I would say that this would be a step in the right direction.

As for what I think about this LS release in general: I think the boss chain killing the Assault Knights and fighting the Hologram are the appropriate level of challenge for Living Story content. It's easier than Tequatl, but it still encourages organization at a specific level. I'd prefer it be a little shorter, but it's a fun, engaging fight I see myself doing a lot of over the next week or so.

Between this and Marionette, I think they've got a firm grasp of what to do here on out. I'm satisfied and I am looking forward to what is next.

Edited by Phineas Poe, 05 March 2014 - 05:46 PM.


#3 Kymeric

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Posted 05 March 2014 - 06:08 PM

After not playing for months, my wife and I popped in on the segment beofore this, just to see LA under attack.  We ran around for one cycle, were a little confused, but had some fun in the chaos.

Still, the whole one hour time limit with the miasma sours it a bit.  It takes the theme park structure and makes it so painfully, obviously a ride that comes around once an hour.  Wait in line at a gate to LA, get on the ride, get kicked out at the end and decide whether you want to get back on for another spin.  Champ farming and world bosses have this same, one-more-time-around-the-ride, feel that is not at all what I'm looking for in an RPG, MMO or single player.

As much as people complained that DEs weren't as dynamic as they'd been lead to believe, they feel a lot more dynamic than the areas of the game that are currently being developed and rewarded.  I guess because when I'm out in the world I'm always steadily working across territory, so I usually don't see a DE more than twice (often only once).

So I guess it comes down to the living story funneling everyone into a relatively small area to do the same things over and over.  Not my cup of tea.

#4 Mordakai

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Posted 05 March 2014 - 09:57 PM

View PostPhineas Poe, on 05 March 2014 - 05:43 PM, said:

I don't understand what you mean by being less "individualized."

I'd say these set of achievements for the Battle of Lion's Arch place a lot more personal accountability on the player versus what we've seen in the past. There are some simple "Kill X" ones (No More Magic, Out With A Bang, One Step Closer), but a lot of them similarly expect the player to avoid getting hit (Keep Your Distance, Light Show, No More Tricks) or apply additional challenges to the player that aren't necessary but do encourage mastery of the content (No Free Lunch, Nowhere to Hide).

There's some gimmes there, but there's also some that encourage you to go beyond the events and explore the map (He'll Never Live This Down) or encourage deeper mastery of content beyond just killing it, but killing it efficiently (In Tune, Six Minutes to Knightfall). I think the high marks of the Living Story were the Zephyr Sanctum and Queen's Jubilee, but this is relatively up there too on the higher end of achievement collections. If they were to follow a kind of distribution model of achievements in the future, I would say that this would be a step in the right direction.

As for what I think about this LS release in general: I think the boss chain killing the Assault Knights and fighting the Hologram are the appropriate level of challenge for Living Story content. It's easier than Tequatl, but it still encourages organization at a specific level. I'd prefer it be a little shorter, but it's a fun, engaging fight I see myself doing a lot of over the next week or so.

Between this and Marionette, I think they've got a firm grasp of what to do here on out. I'm satisfied and I am looking forward to what is next.


ugh, Marionette was not good.  Not because it forced people to organize, but because there is no way to organize overflows.  As was mentioned many times during Teq and Marionette:  let us pick servers.  So, no, Anet has not learned anything.

And this last encounter proves it:  a timesink killing Holograms with no reward takes you to a solo instance where you spam "F".

I honestly can't imagine a worst final battle if I tried.

But, at least they made a special purple gate so we could by-pass the whole Knight killing, attunement, and hologram battle....  and just spam F.  With a special achievement if we spam Faster.

Edited by Mordakai, 05 March 2014 - 09:58 PM.


#5 nerfandderf

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Posted 06 March 2014 - 12:51 PM

I love kill 10 rats or smash 250 000 pinatas.

What else is so epic?

oh right GW2 was going to be different

#6 Feathermoore

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Posted 06 March 2014 - 01:48 PM

View PostMordakai, on 05 March 2014 - 09:57 PM, said:


I honestly can't imagine a worst final battle if I tried.


Fighting through a long well paced battle to get to what you know is the meanest baddie of them all only to spam 1 for ten minutes?

I am undecided. I think the pace is too fast and that the individual updates don't give enough context for what has happened before. For instance, hopping in mid arc is confusing. If you don't spend time out of game reading what is going on you very well may never get the story that led to this event.

I also feel that individual LS updates should wipe past updates in most cases. Events should slowly die out or be replaced by an event that seems like the remnants of the effects from the previous events. Right now you get distinct and jerky changes where you could make them fluid and eventful.

Zergs never feel epic. Ever. Content that encourages zergs should be avoided if at all possible.

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#7 MCBiohazard

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Posted 06 March 2014 - 01:53 PM

I like that they gave you an option to bypass the boss event if you just wanted to check out the end sequence instead of forcing you to play through an encounter to see it. I also like that the components for the main shiny cosmetic feature of this update are not account bound and thus attainable via TP, that is a massive relief to players who probably were dreading having to farm a specific knight over and over for cores. The one hour theme park ride feel is actually less pronounced this time around because they gave you other achievements to work towards in the area while you were waiting for the main event to start. This is much better than the 2 hour Marionette thumb twiddling downtime. And as Phineas said, some of the cheevos are giveaways, sure, but others require you to work at doing the content properly. But again, they've done a good thing in the recent releases by allowing you to work towards the meta cheevo with your dailies. It reduces the stress of the two week release by allowing you to play a little bit each day instead of forcing a massive block of time from you to get that last one you need for the event reward but is eluding you for some reason.

Overall I think Battle for Lion's Arch was executed well and I think it's the first time they've managed to create content that was truly accessible to all players in the game, not just those with organized guilds or tons of free time for content mastery. Marionette, Wurm and Tequatl probably expected too much from the average zone population of a server and only really could be done by large organized guilds with teamspeak and military direction. That's why getting thrown into an overflow was so painful for players. The boss fight this time around was just the right amount of difficulty that even an average overflow that is only mildly organized could complete it comfortably. I think this is probably the best direction they can go for because despite what hardcore players want, what you don't want in an open world event is content that half your playerbase can't actually finish. Save the punishing difficulty for instanced optional feature content like fractals, LS as a main event release should be something everyone ideally is able to try and play and complete no matter how experienced they are with the game.

#8 Mordakai

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Posted 06 March 2014 - 03:28 PM

But since you can bypass the other content, they could have made it more challenging.

At the very least they need to update the rewards.  There is currently no point in killing the knights and holograms more than once.

#9 MCBiohazard

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Posted 06 March 2014 - 07:11 PM

Why would you want to force people to do it over and over? It should be that they find the content fun enough to do more than once, not that they *have* to do it more than once to chase some shiny. If that's not the case for you, that's cool, you can still attempt the end sequence cheevo without having to go through the whole thing again. Isn't that good?

#10 Alexei Hart

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Posted 07 March 2014 - 06:08 AM

View PostMordakai, on 06 March 2014 - 03:28 PM, said:

But since you can bypass the other content, they could have made it more challenging.

At the very least they need to update the rewards.  There is currently no point in killing the knights and holograms more than once.
The bypass was necessary for the final chapter. After two weeks of listening to the UK contingent on my NA server (no offense guys) complain that they could never get to 1200 cits because everyone else was still at work when they were on the game, ANet had to find a way for everyone to be able to say "Okay, I killed Scarlet, now let's move on," even if they never have the server support necessary for the knights and holograms.

Agree 100% about the rewards. The whole no more chests from the knights thing is particularly annoying.




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