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#2343989 Is GW2 dead now or is it just the forums?

Posted El Duderino on 08 December 2014 - 06:19 PM

View PostI post stuff, on 08 December 2014 - 06:04 PM, said:

There must be a few reasons why some players feel unhappy, but I don't think the ones you listed are accurate.

I'm not even sure what you are referring to. I never tried to make up a list of reasons that people are unhappy. The fact is that the game is in the same game purgatory as every other MMO on the market sans-WoW. If that makes a game critically acclaimed or not, I have no idea. I don't even care to debate it. All I know is that GW2 is totally unrelated to GW1, which is the game that gave ANet and GW2 enough hype to make those initial sales. Without those sales, GW2 wouldn't even have a leg to stand on in regards to profit or sales because they have been no better than most other MMO's on the market since the initial pre-order and first quarter of sales. Those are all facts, and they are all I am standing by. The only other fact I presented is that the GW1 PvP population abandoned GW2 because GW2 abandoned them - which is also a fact. Nothing subjective in any of those assertions.

#2344016 Is GW2 dead now or is it just the forums?

Posted El Duderino on 09 December 2014 - 04:07 AM

View PostI post stuff, on 08 December 2014 - 06:24 PM, said:

A block of text reply to a single sentence. Even in death, Guru remains unchanged.

I see, you don't like anyone disagreeing with you, and when they do, it's the other person's problem...

#2343956 Is GW2 dead now or is it just the forums?

Posted raspberry jam on 08 December 2014 - 02:46 PM

View PostEl Duderino, on 08 December 2014 - 01:28 AM, said:

It wasn't a balancing nightmare because of the amount of skills, it was a problem because of the addition of classes in Factions and Nightfall. But, in either case, GW2 is definitely a failure and never lived up to the hype. As can be seen by the revenue over the last year. It hasn't done anything to make it better than any other generic MMO, despite it's not-so-great release in China. Had they fixed the problems they got themselves into releasing new classes too fast from GW1, they would have had a much better product with a much better fanbase.
So true and I remember saying before Factions release that they shouldn't start making new classes... I feel like an oracle.

View PostI post stuff, on 08 December 2014 - 10:53 AM, said:

GW2 made almost as much in a year as GW did in 4, and was released to stellar reviews. I wouldn't call that a failure to start with.

NCsoft's financial reports actually show that GW2 is faring quite well compared to other titles (better than WS).

What makes this truly interesting is the fact that GW2 is the only game out of all of these which doesn't have a monthly fee. I'd also say that the gem store in GW2 rarely offers anything good.

Aion sales went up dramatically because of a major patch in late June which introduced two new classes. Classic Lineage, apparently, still is their most popular product. I guess that can be attributed to the fact that their biggest market is in Korea?

To be fair I really don't see what the drama is all about. Compare GW2 performance to Wildstar and you will clearly see what the real failure is. I think the community often prefers to see what they want to see rather than what is actually there.
On the other hand, I visited a games store yesterday and guess what I saw?

Guild Wars. Nightfall, to be more exact. GW2 was nowhere to be seen.

#2343935 Is GW2 dead now or is it just the forums?

Posted MazingerZ on 08 December 2014 - 05:11 AM

View PostI post stuff, on 06 December 2014 - 01:33 PM, said:

The problem is that GW2 was overhyped to such an extent that many people expected it to be the new big thing across the board even though MMORPG genre in general was declining.

Nah, it's not.  We're being bombarded regularly with new product every year.  Archage.  WildStar.  EverQuest Next.

What you're seeing is the equivalent of Comcast and Time Warner.  The barrier to entry at the moment is so high (meeting and exceeding the precendence WoW sets) that no western developer will throw the appropriate level of money at it to compete.

The Korean market is very different.  They have a ton of MMOs coming out of varying quality (and grindiness) that just get ported over to here.

What you're observing is one king that has little reason to compete against any other similar products and a bunch of sub-standard products cropping up to grab the consumers that fall on the floor.

#2312764 New player, looking to integrate with community

Posted Tevesh on 31 March 2014 - 10:32 AM


I've just bought GW2, played WoW a couple of years ago but got bored with it.  Mainly because of the grinding when lower level, unpleasant experience when questing with strangers and general lack of contact with other players.

Sorry to rain on your parade, but you've hit the wrong turn somewhere. Gw2 is far less sociable than wow, since the vast majority of ingame activities are either zerg or pick up fest with little to no need for communication whatsoever. There are even no raid or arena/RBG equivalent in this game, which are tha major driving factors behind wow social. However,


What's the best way to get to know people in this game?

Your best bet would be to play a lot ov WvW and prove yourself a competent player or leader and a vocal member of the community. This includes forum activity. WvW is generally where the most dedication and cooperation is found in this game. Barring that, well, you're basically screwed. Unless you are seeking a casual dungeon running guild who tolerate bad players, then there are not many options. Maybe some fractal runner guilds, but man, do you really want to go through that mind numbing fest of boredom and borderline exploiting?

Note that I don't mean to sound condescending, there are no problems with being a bad player. Your effort is best spent on your real life. However, this does not seem to be the sort of experience the OP is looking for, though.

#2305075 [Reddit] Are We All Equal?

Posted MazingerZ on 10 March 2014 - 09:55 PM

View PostNikephoros, on 10 March 2014 - 09:49 PM, said:

Why do people with a limited schedule feel entitled to be able to have the same amount of experiences as a no-lifer?

Because their money as good as a no-lifer?  People who don't feel like they can accomplish anything will stop playing, and player-retention is really the only metric that can allow for predictive revenue returns.  A downswing in player retention will inherently lead to lower revenue.

Going back on your original complaint about the difficulty in the game, the game's designed to hit a certain level of mediocrity to have a rather wide customer-base.  Maintaining interest, even amongst the no-skills and lifers, is paramount over making you feel special.

#2304982 Why Being Efficient is the Only Thing Left

Posted MazingerZ on 10 March 2014 - 06:05 PM

You do realize that when functionally broken laws regarding financial transactions are exploited, we don't ban people who exploit them... we instead fix the exploits in the law.  Without getting too political, yes, it does cause certain... financial collapses, but anyone who got ahead didn't get banned from playing "the game."

If you don't people exploiting a system, then how about making sure the system works?

#2304973 [Reddit] Are We All Equal?

Posted MazingerZ on 10 March 2014 - 05:52 PM


Crazylegsmurphy said:

I don't think anyone will deny that ANet often releases buggy, and/or broken updates. And while this is a completely separate discussion, I want to discuss how it affects fairness.

When the new patches go live, players have between two and four weeks to experience the content. Unfortunately not everyone has the luxury of logging in on day one, and playing for hours and hours.

The problem is that between ANet changing the rules, fixing issues, and designing questionable content, many players find themselves unable to compete/succeed.

Here is an example.  

ANet releases a new patch. In this patch players are required to defeat three main bosses. The reward for their effort is loot and an achievement.

On day one, hundreds of players join up in a giant Zerg, and kill all three bosses. They get their loot, and achievements, and move on. A few days later, ANet decides that's not how they want players to do the event, and so they release a hot fix that discourages this behaviour.

A few days later, other players log in to find a much more difficult task. Not only are they unable to defeat the bosses using the same method as the previous group of players, but they're also faced with the issue that due to scaling issues, they might not even stand a chance.

So, these players now face the reality that they may never see the conclusion to a storyline that they've been participating in for over a year.

My point here is that I don't think ANet understands how detrimental it is for some players, to release content this way. I think it it unfair that unless you have the time to dedicate to being there on patch day, for hours, you risk missing out on content.

I would like to hear your thoughts on this. Do you feel it is okay for ANet to change the rules of the game after the fact, making it harder for some? Do you feel the events are designed with all players in mind, or just the early adopters?

Top comment:

ryanmr said:

I am college student while working slightly less than part time and my evenings are free occasionally. My friend works full time.

I have completed the stories and the majority of the achievements for all the content in the LS recently. My friend has hardly made a dent. I read reddit here all the time, I know what's happening story wise, community wise, patch wise, and so on. My friend does not.

He told me, logging into a ruined lion's arch without direction a week after the initial wave died down wasn't very fun. He played a little bit and then just left.

We're already into the second week of Scarlet's end. I did that content, my friend has logged in, but these Knights take at least an hour to complete and he rarely has 2+multiple hours to play in a row. He might never get to defeat Scarlet.

Edit: for grammar and sentences making sense.

TLDR: Between hotfixes that alter the nature of the content and the initial surge of activity that trivializes content/achievements due to broken content, players who log in later get a vastly different experience which creates less enjoyment in the content and a smaller likelihood to complete before the 2-4 week time expires because once you've hunted the achievement, unless there's Monty Haul levels of loot, the content's not worth pursuing beyond the achievement.

#2303204 If they came out with an expansion tomorrow would you buy it?

Posted Konzacelt on 04 March 2014 - 03:31 PM

View PostMinion, on 04 March 2014 - 07:51 AM, said:

Why do so many people request/demand Cantha/Elona? We haven't even got half of Tyria uncovered yet. I want Crystal Desert, Fire Island chain,  and Far Shiverpeaks first.

Maybe because the Tyria they've so far shown us has been somewhat less than epic, and players want a new, fresh setting to dive into.

#2302802 In the end I just wish Arena Net would finish Guild Wars 2

Posted Arkham Creed on 03 March 2014 - 05:16 AM

View PostFoxBat, on 03 March 2014 - 04:52 AM, said:

A writer admitted they literally haven't thought about Cantha beyond the movement of the world. That piece's purpose was basically to write the region into irrelevance. It's just not going to be on the table for a looong time, certainly not a place that was in planning for the next expansion.

We aren't in year 2 yet and well there's that whole other thread that thinks half the company (everyone not on the live teams) has their thumbs up their asses. The only thing that has likely changed is they are reconsidering whether they can make more through the gemstore (and possibly a staggered release) than retail boxes from the same kind of content.

I have to disagree on both points. Firstly the game’s actual North American release date was August 28th, 2012. Its 2014 now in case you’ve forgotten; year one is over and done with. We are very much into year two; more than half way through it in fact.

Secondly we not only have characters obviously of Canthan decent, but the Canthan district of Divinity’s Reach actually existed in game once; there is a screen shot of it on the wiki. Not a concept art; an actual screen shot. Then, as I stated above; we have obviously Asian inspired armor and weapon sets, and an entire race that couldn’t be more intimately tied to the Canthan setting if it really was exclusive to that expansion. Oh, and Arena Net themselves saying on multiple occasions that they were still pushing internally to be allowed to do Cantha.

Yeah, I think that writer you mentioned was just doing the same kind of “we’ve given up and/or changed our minds” back tracking that we’re now seeing with the concept of expansions in general, dyes being account wide, there not being a vertical progression gear grind, and of course that at no point ever (except in over a dozen interviews) did anyone at Arena Net ever say they would do an open beta. In short; BS.

#2302553 In the end I just wish Arena Net would finish Guild Wars 2

Posted Andemius on 02 March 2014 - 02:59 AM

View PostJuanele, on 02 March 2014 - 12:20 AM, said:

they never promised that

Well, suffice it to say what we have is closer to every other MMO than it's corpg predecessor.

#2302490 In the end I just wish Arena Net would finish Guild Wars 2

Posted Arkham Creed on 01 March 2014 - 10:56 PM

And so we come to the close; the end of Living World Season 1. And as I contemplate how Arena Net is likely to ruin the one thing that quite a number of us are hoping for from this event (an end to the Scarlet story arc –makes a throat slashing motion-) I find myself wondering just what will come next. We know there is a supposedly large feature and balance patch on the way, and the last I heard Arena Net had confirmed that they would be “taking a break” from the Living World between seasons. But how long of a break? And what will we see in the meantime?

Could we perhaps get multiple feature updates, or will it be just the one? Will we continue to see two updates a month, or will that likewise be slowing down? And just what is Arena Net’s plan to move forward? Perhaps I have simply been out of the loop, but the last I heard those were all unknowns. And as I think about it, I find myself wishing Arena Net would finish the base game before expanding on it.

There are so many features we were told would ship with the game that never came, or that were added unfinished. We finally did get a (semi-functional) looking for group tool and a rather serviceable guesting system, however late. But the multiple armor and weapon sets available exclusively as achievement awards is something of a half-measure. And those are just the things we did get, to a fashion. What ever happened to the bar-brawl mini-game? What ever became of the unfinished Polymoc arena in Rata Sum? How long will I have to endure NPCs asking me to visit a shooting gallery I cannot enter?

And then there is the missing role-play features like being able to sit on furniture. And what about the ability to interact with random objects by way of the “environmental weapon” system, or the promise that “any outfit you see an NPC wearing will be available to players through some means.” Am I the only one who remembers those promises or the little web-comics Arena Net commissioned for their blog that specifically poked fun at other MMOs (WoW in particular) for not allowing such things?

And then there is the actual adventuring content left unfinished. We now know for a fact that the Arah dungeon is unfinished and the final battle is not as Arena Net envisioned due to time constraints (I suspect that the airship battle is supposed to lead into an “on the ground” phase of the battle that was simply never finished), and Arena Net even said they wanted to go in and revise it at some point. What better time than now? But more than that it seems that the Personal Story is only half-finished. Just what point is there to choosing a god as a human? And what about all the go-nowhere plot threads like the return of the White Mantel or the corrupt minister seeking to overthrow the queen? And what in God’s name is the point of a personality system that doesn’t do ANYTHING? I seem to recall something about NPCs having different reactions based on your reputation and even new resources and skins becoming available because of it.

In games it is only natural for developers, however talented, to bite off more than they can chew and have to cut features and content. This is expected. But to leave parts of it, like little breadcrumbs for us to follow in our minds to a vision of what Guild Wars 2 could have been or was supposed to have been, just feels irresponsible. And once again; I just wish Arena Net would use this break from the Living World to finish Guild Wars 2.

#2302775 Why Being Efficient is the Only Thing Left

Posted RandolfRa on 03 March 2014 - 03:25 AM


All you can do to make it less predicteble is to just make things random. Like you have 90% to make this action. It's still does not make AI any smarter.
It feels smarter though and it makes fights little less repeatitive. It's better than nothing.

For example:
- give mobs healing skills and more defensive skills
- have the mobs go defensive when their health is low. Make them play time until their heals come out cool down.
- if the player has low health, make the mob become more agressive.

- have various tactic packages for mobs, e.g.
  burster: tries to burst the player down. plays defensively when his burst skills are on cool down. sorta like thief.
  exhauster: plays very defensively. perhaps uses condition damage. attempts to slowly harm the player.
  supporter: plays defensively, attempts to heal and buff other mobs.

Then combine these different mobs into groups.

Simple things like this would already improve the overall fighting experience. You don't really even need an actual AI, just reasonable and various mob behavior.

#2302721 Why Being Efficient is the Only Thing Left

Posted raspberry jam on 02 March 2014 - 10:35 PM

View Postmaster21, on 02 March 2014 - 09:27 PM, said:

Could you on some boss/mob in gw 2 example show how this AI like human you think should work?
Simple example: start a new human character, head directly south from DR, there is a small path with a level 8 or so bandit on it. Bandit will stand there and attack you until she is dead. Instead, she should maybe do varying things, such as running away (for help or just fleeing), following you if you run away, try to lead you into an ambush or whatever. But really the problem is much deeper than just AI. A complete restyling of the entire combat and skills system is needed, to increase the number of options available for a simple mob.

#2302700 Why Being Efficient is the Only Thing Left

Posted raspberry jam on 02 March 2014 - 08:38 PM

View PostEpitaph_Blade, on 02 March 2014 - 06:52 PM, said:

Oh please, don't start telling me what I understand and what not.
I'm not going to enter this game of fanatism, I really won't.

You really think dark souls is a good example of the AI you are looking for? The AI there is just...as simple as in GW2, is not there where the difficulty of the game reside. Dark Souls is a punishing game, is the way you have to execute actions that makes it difficult, because you have more freedom, and more resources to manage, when executing them. But it can still be speedrun, and most of its content is "scripted". (I've found a fair amount of rotations in there, and those work just fine, of course, it is more difficult than gw2, and hopefully gw2 develops in that direction)

Well, if you didn't mean a "human level" of AI, then I apologize, that's what I understood from your post.

I think I'm done with this anyways, I'm wise enough to understand where am I posting, and the intentions and feelings behind most opinions here, I don't share them, and I don't care to "change" them.
Good bye guys, hope you can get something constructive out of this.
You seem to mix arguments. When I mentioned Dark Souls it was to prove you wrong about that games where rotations were rare are impossible to find. The AI in Dark Souls is indeed scripted to a great degree, but that does not mean that a reasonably similar experience as playing against a human player would be impossible to achieve. I referred you to Sins of a Solar Empire already, which is a good example of this.