They're doing a gradual rollout as opposed to their original stated plan. There are a fair number of zones where it is enabled and we are starting to see the effects of doing so as they continually add more. On an anecdotal level so far, my experience has been mostly positive. But YMMV.
People say that Anet are allocating huge amounst of resources in the Living Story,
The same people say that the Living Story is just 1-3 hour content (per installment) at most and some of it is cash shop.
Then in those people heads somehow they believe that instead those resources that produced something like 30 hours content could produce an EXPANSION full of content.
No, those same resources would have produced the same 30 hour content.
So Anet instead of Living Story could have created 3 or 4 zones and a couple of dungeons.
Somehow 26 zones and 8 dungeons are devoured in a couple of months but 3 or 4 zones and a couple of dungeons would fill the other year and a half.
The truth is that the Living Story isn't that much content because the resources allocated to it aren't that big.
Baron von Scrufflebutt, on 17 April 2014 - 05:13 PM, said:
Combat has an insanely high floor and low ceiling.
Progression is completely messed up:
1. the game fails to provide you with a reason why it has 80 levels
2. by selling gold A.Net removed a game's system of progression and failed to provide us with an alternative
3. other tracks of progression were devaluated either though shitty balancing (karma, dungeon tokens) or cash shop items (rank)
And you still think a lack of new zones or permanent content is the problem? Kind of getting some mixed messaging here.
One issue I've noticed is kill-stealing has become a thing. Some hearts have very few enemies around, and people are camping on the spawns and killing them immediately for credit. It becomes difficult to do some hearts unless I do the same thing.
Hearts usually have multiple options for credit. Try focusing on a different aspect of it, then kill here and there on the side.
There is absolutely no way, and I mean no way, that a day or two is enough to make any of these statements in relation to the megaserver. The sample size is too small, the system is being tested, and for christ's sake it hasn't even been a week. I have seen 0 instances of trolls increasing, in fact I have run into less caustic people in map chat than before. I also haven't run into any issues with roleplaying either. My experience so far has been nothing but positive and have had no issues with the system "not working."
I remind you that they have been turning the megaserver on in different locations for periods of time before it was even announced and no one even noticed. This is the type of change that can only be tested live.
All of the issues you bring up existed before with guesting and you only have to look at the old MMOs to see what a healthy global community looks like. A community that is limited to individual servers and doesn't cross does not survive. Players self police themselves. You admit that people naturally control trolls yet for some reason ignore the fact that this doesn't change when you move to a single server system. Heck, the system is a PvE exclusive version of EVE with instances instead of single maps now and EVE's community is the strongest of any MMO. It has been proven to work. The dynamic will change and there will be bumps along the way. But thinking you can say it isn't going to work after two days is nonsensical.
The birds of the same feather thing is unhealthy for the overall community. That seems to be the general consensus of the big name community managers I talked with at PAX about just that.
Beyond Freedom, on 17 April 2014 - 10:26 AM, said:
Hearts, DEs? Totally soloable.
Yeah, renown hearts are almost universally soloable, and boring. Doing that content on a completely empty map feels lonely and lifeless. I find that running into other players doing the same heart or DE as I am to add considerably to my interest in doing them. Hell, even just having an active map chat helps a lot.
There's plenty of DEs that aren't soloable, at least not for the low-level/poorly-equipped/brand new players who benefit most from doing them. Obviously there's Group events involving champion mobs, by and large not soloable, that are now happening with much more regularity. But even just asking those types of players to solo a Veteran and its minions can be a tall order sometimes, and that's not an uncommon situation.
Baron von Scrufflebutt, on 17 April 2014 - 07:42 AM, said:
The PvP changes are atrocious, but since A.Net seems hell-bent on making GW2 into a PvE game, even that shit makes sense. It's not good, but it makes sense.
GW2 is a PvE game. They don't have to do anything to make it that. But I understand the sentiment.
I agree to an extent, but I am a strong proponent of filling in holes in game systems or adding things that support future updates. One of the "side effects" (really design reasons) for the megaserver is that it allows ANet to be more aggressive with adding zones. Colin explicitly stated this in our interview as one of the goals of the system.
So while it is lacking content, this patch specifically does patch (heh) a few holes that will actually allow for more aggressive expansion of content in the future. Think of it as a foundation for a new wing or something. Hopefully the new season starts off with a bang, taking full advantage of the changes.
Remember that the megaserver algorithm works off of a scoring system. If you are finding that the system doesn't seem to be scoring you correctly, figure out exactly what it is that seems off with your zones and give feedback. Tweaking that scoring system is easy. Equally important is actively taking note of who is around you. Try and remember names that stick out and see if you see people regularly over time. This is especially true of people who have a regular play schedule. The system is way too new for any of us to be able to say it isn't putting the same people together regularly.
chefwaffle, on 17 April 2014 - 11:23 AM, said:
It worked because everything was instanced in GW1, it's not open world like here in GW2. No one's grieving or bothering players like what's happening now.
Game wide communities are perfectly viable in open world games and were common in the older MMOs. The issue being that game wide communities build from smaller communities as a whole. You don't go from no community or just guilds to massive, all inclusive community. MMOs build entire online societies at their peak (not my words, these come from the community development panel at PAX) and these come from interaction between smaller groups. A game wide community is even easier in GW2 than in the older MMOs since the servers aren't distinctly separated.
chefwaffle, on 17 April 2014 - 03:13 AM, said:
As for having a game wide community being better, it's not. There's a saying that "Birds of the same feather, flock together" and we all know how true that is. Trolls, PVPers, RPers, PVErs, and WvWers will argue and cause drama in map chat. And yes, the megaserver is failing in who goes with who. Also, it's a slap to the face to the people who just transferred, mostly RPers and PVErs.
This is a misconception. Colin and I actually talked about it when we discussed the megaserver. Encouraging diverse player groups to communicate and interact is healthier for the game than separating them. Separating them is even counter to the base design goals of MMOs.
It depends on why the person transferred. The only person it is a "slap in the face" to is someone that transferred because they felt their server was underpopulated.
If you are using a "splitable" 8-pin ATX power connector, make sure you are using the proper half of the "split" on the new motherboard. I know from experience that it is sometimes possible to plug in the wrong half, even though the pin shrouds have different shapes. It's also possible that the 4-pin half you are using has a bad connection which was not a problem when you were using the 8-pin (there are redundancies).