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Tevesh

Member Since 16 Aug 2011
Offline Last Active Apr 18 2014 08:13 PM

Posts I've Made

In Topic: Tera Rising & Guild Wars 2 - new classes

18 April 2014 - 12:19 PM

Stealth is a forced and contrived gimmick which is illogical, toxic to game's health and the community. Obviously it has many fans, as every easy mode class, build or ability does. Oh, and most people, thankfully not usually present in gw2 community, enjoy stealth just for the ability to gank low level unaware noobs. Must be the kinds of people ganging up on women and elders in the backstreets at night.

But regardless of the stealth players and the community, it's obviously unimportant for gameplay and thus should be removed from the game completely. Visibility advantage full stealth provides is insurmountable by conventional tools without making other classes overpowered to compensate. Stealth offers little to no gameplay in itself and only forces people out of their preferred build to be competitive, while itself adding nothing to balance and diversity.

An example of stealth done right would be Planetside1, where being a stealth class limited your weapon choice to pistols and your inventory to 4 slots, compared to 16-24 slots other classes have. When translated to gw2 terms, it means reducing thief damage by 70-80%, removing utility skills altogether and slicing the health bar in half. Of course all of the stealth fan crybabies will instantly bail, since the only reason they are playing stealth is because it is inherently OP.

In Topic: GW2 has a content, not a feature problem.

18 April 2014 - 11:30 AM

View PostBaron von Scrufflebutt, on 18 April 2014 - 10:53 AM, said:

If I am not mistaken, the term "high floor" describes a situation where players are able to do a lot, with a very minimal input on their part. And at the same time " a low ceiling" means that even if you are more skilled than your fellow player, that skill won't show because the design of the game limits how much value skill has.
So, when talking about a "high floor, low ceiling" game (or balance, as you point out), I was talking about a game where even the dumbest player is able to win, while the skilled players are unable to showcase their skill. So in a game like that, there's basically no reason to improve.

I probably should have said that to avoid confusion. :D

It's just that 'high skill floor' is commonly used to refer to a situation where there is a high demand on player skill, advanced knowledge of the game and awareness just to be baseline competitive in the environment. 'Low skill ceiling' means there is little depth to the game and little to master in the combat system, meaning an experienced player will not have much advantage over a novice player since there is basically nothing to it. Together it means that the game is rather difficult, but shallow. This usually translates to a purely mechanic difficulty, though, as advanced combat systems usually have a lot of room for improvement.

What you meant is usually called low skill floor + low skill ceiling, and on this one I agree throughoutly. Combat is extremely dumbed down in gw2 and it is not getting any degree of reasonable treatment with all the content designed basically to be a cakewalk for crowds of auto-attacking half-afk, half-brain dead ppl.

In Topic: GW2 has a content, not a feature problem.

18 April 2014 - 10:10 AM

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  Getting someone to engage in something for free vs charging them are two vastly different things (and I challenge anyone here to say they'd pay a subscription to GW2).

I'd much rather pay a subscription for a good game than play a crappy one for 'free'.

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I'll also say that perhaps NCSoft wants to make sure its not competing with itself,

It's been pretty clear for years now that GW2 was turned into a proving grounds for content and revenue milking systems staged to release in their real games like Wildstar.

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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)

0. Realistically, the combat does not have any degree of 'high skill floor'. Combat in Planetside 2, for example, has a relatively high skill floor (still nothing 'insanely high', I can't realistically see myself calling any MMO 'insanely high skill floor', mashing some buttons is no rocket science). And that is not because of the complexity of the combat itself, since aiming your gun at people and shooting is not hard. It's the metagame, situational awareness and advanced pattern recognition that make the combat complex and skillful, not mashing a couple of buttons in an obvious order, which is also chewed up for you all over the internet in case you did not manage to figure if out yourself.

1. The game fails to provide any reason for any sort of vertical progression whatsoever. There is zero sense of accomplishment in anything related to progression in gw2.

2. Selling gold is just one of the many flaws with the monetization system that drives anet to make lousy money-milking junk instead of actual content.

3. Based on what we actually see in game, those currencies were never designed to be full-fledged 'progression tracks' but rather time-sinks on the path to the endgame goals. Who would realistically expect people to get karma unless they went out of their way to farm it?

As far as class-related content like classes themselves, weapons and skills go, we have a major issue with balancing the existing ones already. Every class has at least one utility type that is broken (maybe except for warriors...oh well they also have some), several broken traits and a weapon or two with mixed identity. Basically 25 to 50% of the class system is not functioning correctly at the time, and adding more fresh new content will not solve this. Anet need to dedicate several times the resource and man hours they are doing now to balance, or we will have broken turrets/conjures/weapons forever.

In Topic: Pay-to-win

11 April 2014 - 11:18 AM

View PostGyre, on 11 April 2014 - 01:27 AM, said:

http://www.guildwars...using-irl-cash/

Tucked away in another subforum so it didn't get a lot of attention.  Is it still easier to buy gold than to acquire it in game?  Yep, it sure is, in fact Spidy has it at 54g 96s per £8.50/$10.00 which is about a 33% increase since that post.  There isn't going to be a public admission they want it this way to rake in a profit but the higher that goes the more tempting it gets as a shortcut to in game riches.  This is as an alternative to farming, something they really didn't like in early GW1 but eventually gave up on, which is tightly controlled here.  DR and the pathetic drop rates for things you actually need all seem to only point one way.

Well, here is the real problem with the game - in-game or IRL, it forces you to work hard to earn extremely mediocre rewards. Instead of having fun, like a game should..

In Topic: Enemies running past cause character to stop attacking

11 April 2014 - 07:44 AM

It's not a bug. The game never intended to step down on the what little there is left of active combat, so auto-follow, auto-face and auto-use skills to auto-play the game instead of yourself is not included.

Also you should never use tab targeting, use mouse or just plant your skillshots into their faces.