And remove about two thirds of them.
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Posted Kymeric on 27 March 2014 - 10:05 PM
Posted NerfHerder on 19 January 2013 - 02:44 PM
There, fixed the title.
Because it works great for me. GW2 is still my favorite game, but I'm a casual gamer. And, I like other games too. Even with ascended gear, I don't feel left behind. I can keep up in my rare gear with anyone of similar skill level in exotics+.
Exotics and Ascended are enough to keep me and my alts busy for 6 months to a year, depending on how the reward creep goes. The Legendary carrot seems pretty far away. But that's ok because its just cosmetic. Its not like I'll be gated from entering the next expansion. And it seems that we will be getting plenty of content to fill in the gaps. When it comes down to it, enjoyable content is my carrot, not gear.
Posted BabyChooChoo on 07 December 2012 - 01:44 AM
Now I remember why I stopped playing in the first place. I think there's the potential for a great game here that's just buried under what I feel are some baffling design decisions that completely kill any fun I was having.
I've said it before and I'll say it again, but the grind is just insane. I have no problem working for stuff in my games, but this all just feels...wrong. Some of my favorites games are games like Eve, Dark/Demon's Souls, Vindictus, shumps, a lot of jrpgs, fighting games, stuff like that. I am not opposed to challenge. In fact, I welcome it with open arms. The challenge in this game though feels like it has nothing to do with skill and everything to time. "Can you last long enough to do what you want to do?" and not "are you good enough to do what you want to do?"
And it all makes me so frustrated because I want to like this game, but it feels like it won't let me. It always feels as if if they had done this or that just a tiny bit different, it would silence a lot of complaints from a lot of people.
For instance, something as simple as the dye system - give me an honest answer, why are they character bound? Why? So they can sell you dye from the cash shop? So you prove how much free time you have by collecting every dye on everyone of your toons? Why? It doesn't make any sense.
Why is the only convenient method of travel often seen as more of a nuisance than anything else?
Why is anything worth getting hidden behind some sort of grind? Why does it feel like a grind in the first place? Why couldn't they think of something else?
If sPvP is so important, why do so many people feel it's so forgotten?
It's the basic question many of us ask far too often when we play when we shouldn't have to be thinking about it at all. Obviously, ANet is never going to be able to satisfy everyone, but I know they could be doing a better job than they are right now. The game is far from dead, but, in my opinion, it already feels like a shell of it's former self. Improvments have been made and props to Anet for that...but,man, c'mon...
Posted Desild on 23 November 2012 - 09:37 AM
I want to be objective here, but what I want to ask is, what exactly is wrong with the game?
It's too grindy you would say. Well, so was Guild Wars 1. Thousands of hours burned to trivial things like points, sweets, ectos, drinks, gemstones and minipets that thousands were compelled to collect for an arbitary reward for a future game. The Hall of Monuments thing could be considered a fiasco if you took into account the reasoning why you point out some other things as "grind". The grinding is still very present. but maybe we got savvier, and developed a resistance to it, who knows. Why was it okay in GW1 but not in GW2?
It's too hard? Maybe too easy? Well, any game can be broken with time, from Pac-man to Demon's Souls. Doesn't mean it has gotten easier, only that you mastered it. I find it hillarious in hindsight how people keep clamouring for harder and harder content but never quite recieve it, or percieve it as such because they are just that damn good at the game. Then it creates a edge between them and the lesser players who can never caught up with the "hardcore", who become insatiable for their fix of challenge and thrill.
Gear threadmill is bad. Gear threadmill is good. Oh boy, I've seen this rat chasing his tail countless times. I'm a psychologist so I should know how Skinner boxes work and how to tell one from another. Thing is, that people often forget, Skinner boxes work both ways: for pleasure and for pain.
Right now, the mice that are complaining have realised that when they press the lever, the treat they recieve is not big or tasty enough. So they complain. On the other hand, the mice that get a relief from the electric shock that is tazzing their feet are completely content at hammering their lever, and as long as they aren't experiencing pain, they won't ever complain. At all.
ArenaNet lied? Yes. And they falled into the fallacies of every company that ever produced an MMO since the history of ever. Whoever didn't saw that coming, I salute you for your incredulence. I myself did want to believe ArenaNet was different, and now I'm picking up the pieces of my shattered ego.
Quite honestly, I left WoW because I wanted to get rid of these mentalities, but it seemed I switched over the demonic Blizzard for the slightly sadistic Arenanet, and now I am back to square one. Maybe I should quit MMOs altogether, but alas, I'm a happy mouse right now, pressing my lever at a content rate. Pain or no pain. Small or big treat.
Posted DuskWolf on 23 November 2012 - 01:18 AM
Being passionate about something, either for or against, is one of the few joys we have in life. And people have become so apathetic these days, they'll just roll over and take whatever hell is doled out to them. I was passionate about GW2, too, but I don't really know how I feel, now. Is there any point to even trying to convince them?
But no, you're not a hater/whiner, anyone with sense knows that. You're passionate about something that could have been. Amazing potential that was so callously and hatefully squandered. If I had the choice to choose between someone who was passionate, and an obsequious yes-man who'd agree with everything, even if it impacted them and their quality of life negatively, then I'd choose the passionate person.
Keep on being passionate, guy. I think I've just given up by this point, but maybe ArenaNet will listen to one of you. Or they might once they see the population of their game rapidly dwindling.
Posted Trei on 22 November 2012 - 04:46 AM
What if map travel is changed to the following system:
- if activated away from a way point (middle of nowhere), costs remain as is.
-if activated at a way point (by physically clicking one), it's free.
Then players who want to save coin could just take a little more effort and walk to the nearest way point before they port.
Posted Alleji on 20 November 2012 - 04:03 PM
Posted DuskWolf on 16 November 2012 - 07:23 AM
Why do Ultima Online players log in when they're already quite rich and there are no elusive 'phat lewts' for them left to get? Why do Minecraft players continue to log in after they've accrued a decent amount of resources? Why do LittleBigPlanet players keep at it even after unlocking everything? If the game is fun then people will keep playing it. It's as simple as that. And if it's fun, then person X will tell person Y that it's fun and the population will inflate.
What's happening right now is that the population seems to be deflating, and that's likely due to people getting fed up of ArenaNet backpedalling from their original design decisions and telling their friends that GW2 is just another 'also ran,' and far too WoW-like in many respects for its own good.
Most pen & paper, tabletop, single-player, and multi-player games have limited to no progression. To insinuate that people will abandon a genuinely fun game just because it doesn't have those 'phat lewts' is painfully ridiculous. There are loads of games out there, right now, which completely deny this notion. You've just been conditioned to believe that the skinnerbox method is the only way to do things, just because that's all you've been exposed to. I recommend putting the MMO genre down for a bit and trying other games.
If the experience is enjoyable, people will continue to play it. The treadmill is just a matter of hooking the weak of mind and easily addicted for a little while when the game itself just isn't fun enough to hold their attention.
Posted Tzu Qui Jinn on 15 November 2012 - 05:53 PM
Posted DuskWolf on 15 November 2012 - 03:39 PM
I was hoping for a game which was a natural evolution of Champions Online. I'm looking for fun, kinetic gameplay which allows and requires people to zip around and be mobile, I was hoping for character building which is similar to CO and Guild Wars 1, where you could truly build your character. I was hoping for fun.
On that count? They failed. The engineer isn't anything like what I would have hoped. It's an incredibly dull class. The design of it is just so timid, it's like they were soiling themselves over the thought of a small-minded minority screamig but this isn't fantasy. How you can make a flamethrower unfun is beyond me. And then you have chainsaws. Why do the engineers not have them as a melee option? The engineer could have been a melee class in steampunk, heavy armour, with a chainsaw and a good (crowd control-oriented) flamethrower as their primary weapon. They could have been backed up by robots with different roles.
We could have had a flamethrower that did things like casting an 'I AM ON FIRE!!!' debuff on foes, which would make them run around screaming, flailing, as if they were actually on fire until one of their companions actually used water or healing on them to deal with it. Or until the debuff timed out on its own. But none of this is there. The flamethrower is just a condition damage device that barely hits, and this touches upon another issue.
Mobs are dumb. In Guild Wars 1, you're used to smart mobs. It's a glorious sight. Melee mobs will body block you to keep you away from ranged and support mobs. There will be some mobs which are good at healing (like the Guardian), who would help with buffing, healing, and resurrecting downed foes in GW1. But GW2 doesn't have this. The combat is an endless zerg. The foe runs at you, and it's a sterile trading of blows back and forth.
In CO, when a foe is about to die, they make a mad dash for a group of allied foes to try and draw you into another fight. In GW2 foes continue to kamikaze-rush you until they die. What this means is that the game is all about the numbers of you versus the numbers of your foe. You swing, they swing. This goes against the more skill-based game that they promised us, and now there's a new tier of items, meaning things are even more number based.
They promised us grandiose cities, they didn't deliver. The cities are tiny when you compare them with truly impressive cities in MMOs. Look at how Champions Online or Everquest II does a city and you'll be impressed. They really have an incredible sense of scale, there's even content in the cities. We were promised that, too, and they didn't deliver. Do you know what else we were promised? Content in the home instances for all races. They didn't deliver on that, either.
So most of the time we spend our time out in the field dealing with zerging mobs in copy-pasted dynamic events. This is a game that could have used another two or three years in the pot, to be honest, because most of it is terrible. But it gets worse. They took out body blocking, thus removing one of a mob's most tactical abilities, same for the player. Being able to physically block a foe (for you or the mob) is a handy tactical maneuver, and that's just not there.
We were promised a companion, because that would be fun. Someone we could take around with us on content to add to the tactical feel of the game. But apparently this would have made things too easy due to the kamikaze, zerging mobs. So what do they do? They take out the companion, they don't deliver on that, eiither. They promise us account-wide dyes, and they backpedal on that and make it per character instead.
They promise us a lack of grind, but the game was grind-heavy in beta 1. And every option that seemed to alleviate the grind was 'rebalanced.' People were even banned for taking advantage of low-priced armour, just because ArenaNet clearly wants you to grind. This sounded alarm bells in my head, and this was one of the things that made me sit back and really look at this game and how much it fails to deliver on every front.
They promised us 'our story,' and our story starts off with us working with Destiny's Edge. Instead we get bait & switched with this Trahearne sylvari who's Universally hated (look for the threads here, on the official forums, on just about every forum, or anywhere on the Internet, and I'm sure you already hate him yourself). Instead of taking orders from our racial Destiny's Edge coordinator, we had him.
And we had him hogging the limelight and attending every mission he shouldn't have. He came with us when he should have been back at base, planning. And then, on the final fight, where his presence as backup might have been helpful? He was completely absent! Now imagine the inverse of this, Destiny's Edge - they stay out of your way and simply give you information to act on. But at the end, in the final fight, they're there to provide backup against Zhaitan. Wouldn't that be amazing?
So they completely failed to deliver on content in the post 50 zones. Then you have the potential of the races. The charr could have had chainsaws, and jetpacks. They could have had races involving their cars as a city activity. They could have used helicopters to get around their large city (if it was large), they could have had a city that looked like the concept art. Instead, it was tame, and quite frankly crap. They completely failed to capitalise on their potential, and in the end, the charr feel like a cheap dollar store knock-off of what they could have been.
Then you have the asura. The asura are stuck with asthetics stolen from games like Phantasy Star Online and Star Ocean 2, they could have had a brilliant uniqueness to them, as they did in Guild Wars 1. But instead they just became the clumsy gnomes of GW2, along with the sparkly, colourful technology that accompanies gnomes. Between GW1 and GW2, apparently the asura became gnomes. Look at their animations, I need say no more.
I could go on, but in general I just feel that they failed to deliver on the artistic front, too. As someone who knows a lot about various forms of forest and jungle life, like even the myriad kinds of mushrooms and such you can find in the real world, I was utterly disappointed by the Disneyland copy-pasta going on, instead of having truly exotic and strange looking plants, they went for this one-dimensional, flat thing that was just so creatively bankrupt that I found it genuinely galling and unsettling.
Oh, and what about armour? It was clearly designed for humans, but then they got lazy. The clipping on the sylvari, asura, and charr is atrocious. We were promised armour that would look good on our races, but instead they decided to go down the cheap route, because we're easy money, we're not going to care, right? Except that I do. That there's so much clipping on every armour piece for charr, sylvari, and asura really bothers me. This laziness is endemic of the game. The game in some areas of its aesthetics just feels completely phoned in.
So yes, I think they failed to deliver on aesthetics, too.
And they failed to deliver on fun gameplay. They could have had the gameplay be fast and vicious, versus intelligent mobs (which I have touched on a little), they could have had a lot more character options for decent tactics (which I have also touched on a little), and it could have looked more like their profession preview videos. Instead, they slowed it down so much. Combat feels as slow as molasses, it takes forever to get anywhere, and it just puts a hamper on the enjoyment of the game.
What Guild Wars 2 failed to deliver on in this regard was flow. In games like GW1 and Champions Online, they dealt with this by providing trash mobs along with tough, tactical mobs. So you'd mop up the trash surrounding the more difficult mobs. And the more difficult mobs would then work together to provide you with a worthy fight, so you go into it with this feeling of building challenge. But GW1 mobs are all trash mobs, except with massive bags of HP, so you just sit around hammering at their massive amounts of HP until they die.
They couldn't make it so that the fights are difficult because they require tactics, instead, mobs have massive amounts of HP. And if their numbers are significantly bigger than yours, they can one-shot you. So it stops being about tactics and it just becomes WoW, where you grind for bigger numbers, so you can take on their numbers. You swing your number-sword, they swing theirs. It's just one sack of HP (you) versus another, with your numbers and their determines who loses what HP on what swing.
The feel of the game just... fails at flow. When you couple this with things like the movement tax (the cost of waypoints), and the mind-meltingly slow movement speed of the characters, it's like they wanted to draw out everything. It's like... it feels like it was meant to be a faster pace game, the game that they promised us. Then they went back on that promise too and slowed the game down to a snail's pace. Look at player movement and tell me you don't feel that that's a thing. That reeks of Nexon's involvement.
So it's just a slow, grindy, shallow, hollow game. Far, far closer to WoW than it was to GW1 or CO. That's how it is, for me. Nothing like what it could have been. I'm still in love with the game it could have been - with the aesthetics, the mechanics, the races. It's just the actual game fails to deliver on all these fronts, and I'd sooner forget it because it's painful for me on that level. I know cognitive dissonance will allow some to delude themselves, but eventually it'll set in and they'll realise what I did.
This isn't the game we were promised. It's the ultimate antithesis of the game we were promised.
And that's what upsets me about the mess that is GW2. It's an exercise in trickery, manipulation, Asian-grinder ideals, an dmost importantly... broken promises. I can't think of one, sole promise they managed to keep. Not one. Every promise that mattered to me is something that was either never true in the first place, or something they've backpedaled on in their efforts to create WoW 2.0. And do we honestly think that this WoW 2.0 is going to fare any better than TOR or WAR? I don't. People will get sick of it and leave.
Those who're openly WoW haters (like me) who're sick of the grind will just leave it out of disgust, out of how much it's ended up like WoW. Those who love WoW will realise that GW2 isd not as good at being WoW as WoW is. So they'll just go back to that. At the end of the day the game is going to see a mass exodus, because it went for the fool's gold. It tried to take a slice from the WoW money-pie. And haven't we learned what idiocy that is?
Haven't we learned, ArenaNet?
I was hoping, hoping it would be more like the less cynical modern games that I enjoy, like Champions Online, like Guild Wars 1. I feel that CO and GW1 do way more to deliver on their promises, their Manifesto, than their own game does! In CO I can see the fast paced combat, the flow, the fun, the lack of grind. In GW1 I can see all of this, too. In GW2 I see the exact opposite. If this could have been the evolution of games like CO and GW1, I would have been the happiest person alive. But as it is? WoW 2.0. I didn't sign up for that. I bought into the idea that this game wouldn't be WoW 2.0.
I bought passionately into that idea. You all know this. And I feel so utterly betrayed.
And ultimately that's what upsets me about GW2, it's the greatest exercise I know of in broken promises. I don't think I've ever felt so let down by a company or product before. Nothing has even come close to the base betrayal I feel. I know some people will say 'EVERYTHING IS FINE!!!' and that the game hasn't already lost most of its playerbase, but hey, TOR fans said that too, as did WAR fans. Didn't change a thing, did it?
And I know that some people will want to call me a liar or make personal attacks, just for speaking the truth. I know that there are people who can't wait to do that. I've seen them in other threads when I've brought these things up. And to be honest? That's kind of pathetic. But tell me that for you this doesn't sense. Tell me that most of this post doesn't ring true for you. Tell me that you haven't suffered these nagging feelings, and that recent choices have just brought them to a head.
I'm still in love with the GW2 that could have been, but the GW2 that is? Utter disappointment, feelings of betrayal, and endless broken promises. I can't bring myself to look at it any more. And you'd be surprised at how big of a deal that is. Normally I can overlook a lot, and for a race like the charr? I could overlook a lot more. But this game is just such a heart-rending disappointment that not even the charr can make me login now.
I'm really sad about all this. I'm sad for the GW2 that could have been.
Coulda woulda shoulda, I know. But if there's any hope that the ArenaNet of yore is still out there, and still listening, I need to voice my thoughts. Maybe there's some chance to gather up the scraps of this shambles and pull it together into something resembling the brilliant experience it deserves to be. That's all I want. I want GW2 to be a great game. The sad truth is is that right now it's not. So many broken promises, just as the OP points out. So many.
Posted Corvindi on 15 November 2012 - 03:28 PM
First, to make money off a system that tells players they can choose between spending time playing to obtain something or spending money paying for it implies un-fun and repetitive content (i.e. grind). Otherwise, who would ever pay when they can have fun playing instead?
People told me it didn't matter because at level 80 gear wouldn't matter. Since leveling was fairly enjoyable and could be done in several ways and could be done in gear bought with karma or whatever silver I had on hand, I was content in spite of gems for gold.
They said that at level 80 I'd then be able to quickly get the best gear in the game. And it's true. Only the very impatient or those with a very short amount of time need to buy gold with gems.
But now look what is happening. Now the best gear is going to be either whatever gear drops from the newest dungeon or Legendary gear, which is a horrific, time consuming grind that definitely drives people into the cash shop.
Posted bcbully1 on 15 November 2012 - 01:15 PM
This thread has been deleted from the official forums without any reason. Banns have been issued to the people posting. Please spread this information.
I did not get banned, i am merely reporting this to the various gaming press outlets. I know friends in game that have been banned for as little as quoting an ANet developer.
=== Snip ===
*1. “The game will be released when it’s done”. Yet at release date several of the things that were promised and were sometimes even indicated as being ‘top priority’, weren’t “done” (and several of those still aren’t available):*
• account security measures (these were only implemented after launch, when the damage was already done)
security is a big, big priority for us.
We are taking account security very serious and there will definitely be ways to protect your account.
• measures against botting (still being implemented)
Discouraging the use of third party programs that exploit the game and negatively impact the experience of others is a top priority for us.
• no guesting (still not available)… which is becoming more and more of a concern now that world transfers are limited to once a week:
When Guild Wars 2 launches, you will also have the option to play with your friends on another world with our free “guesting” feature.
• no rollback functionality for accounts (still not available)
And I won’t even mention spectator mode or ladders for pvp, as ArenaNet has been evasive about when those would be made available from the very start (and I’m not much of a pvp person anyway).
*2. Dyes are character bound, not account bound.*
In short: a lot more grinding is required (or cash shop purchases) to get all the dyes you want on all characters.
And what we do is, as you find sets of dye, you unlock them for your account. So as you unlock dyes for your account, your characters just have them available for them.
Once you unlock the color, it will be available across your entire account, not just the individual character.
3. No dedicated healers, every profession was supposed to be equally viable in all roles, and every profession would be equally welcome in a party.
Yet (for example) the guardian (with most of its stills being support/healing based) is so close to a healer that he is always welcome in a party, 90% of his skills are support oriented, whereas a thief or ranger (with much less support options) are often refused from parties and are much harder to spec for support (with far less options). In short: ArenaNet’s implementation of professions failed to make them all truely equal.
*4. No need for “LFG” for hours to get into a group.* Yet the cities and the lower level zones are filled with people just looking for a group who wants them so that they can play through a dungeon in explorable mode. This is actually a follow-up to the previous point… if all professions would be equally effective at all roles, then nobody would have a reason to refuse people from their party because they are a ranger and not a guardian.
Also, there isn’t enough motivation to play through story mode dungeons with lower level players. A level 35 player wanting to do Ascalonian Catacombs will have to spend a long time looking for a group, because very few groups actually want a level 35 stranger in their party when they do dungeons. There isn’t any kind of reward for the party for playing with lower level players.
*5. Ever branching story:* with only 1 ending and several knots where branches come together again, these story branches are extremely disappointing.
I would at least have expected different endings if you choose The Vigil, the Durmand Priory or the Order of Whispers.
Every race has three branching dynamic stories right off the bat where they can pick from. So, for example, the humans you can pick to be from the city streets, the city nobility, or a commoner, and based on that choice you get a completely different personal story than somebody else. And then within that story, there are more branches that you can make decisions that further branch the story in other directions. So, I can be from the commoner class and you can be from the commoner class and we might experience a different story because of that. And then if you take that and say, all those options are available just for humans, then the other four races all have all these other completely different branching stories you can do as well.
This is just plain misleading. Very few of the branches are only available to one race, most of the branches actually are identical and not race dependent at all.
It’s not a branching story, it’s a ‘merging’ storyline… it starts off with a couple of different branches per race, but it quickly merges into one main storyline, with a few very small branches (paths) along the way that quickly merge back into the main story. After the first few levels, what race you took and what options you chose at character creation quickly become irrelevant, and you are all merged back into the one story thread.
*6. No grinding dungeons for tokens. Earlier on in the development, PC Gamer spoke to Eric Flannum, and he confirmed:*
“It’s more of a badge system, so this is something that we did in Guild Wars 1 as well. Our basic philosophy is that you should never complete a piece of content and get something you don’t want. So it’s going to be the case where you go through and are guaranteed to get a piece of gear that you didn’t have before, and that you’re going to want.” So, you’re guaranteed to get a piece of gear every time you do a dungeon? “Yes.” Sweet.
By now we all know how much grinding is required to get the dungeon pieces.
In fact, there wasn’t supposed to be any need for grinding at all.
On top of that, there is a severe lack of personal goals once your have reached max level and you have explored all the zones. There aren’t any long-term goals worth going for, other than the dungeon gear (or the legendary gear). So if you don’t want to pvp, all that’s left to do at max level, is the repetitive grind.
Most MMOs these days make you grind and do really repetitive, boring content over and over again. There are moments of fun, but then you’re back swinging your sword over and over again, chasing around a moth or an ogre that’s standing around in the world doing nothing. That’s the part of the genre we think players are done with. We want to make something that’s better than that.
I think MMOs have two primary stigmas attached to them that non-MMO gamers hear and drives them away. The first one is the ‘grind’, the idea that you’re going to have to do a repetitive task over and over again… we wanted to eliminate that.
We don’t want the player to ever have to grind and do something they don’t want to do to progress in the game.
We expect content—not long, grindy progression—to be the deciding factor that keeps people playing our game. We want everyone to stick with Guild Wars 2 because our content is fun and enjoyable, not out of some dogged determination to slowly, slowly advance.
*7. No gear treadmill...* yet after we reached max stat gear (exotics), ArenaNet first introduced Legendary weapons, now Ascended armor, and in the future Legendary armor… all with better stats. The rare gear (legendaries) was supposed to differ only in skin, not in stats:
The rarest items in the game are not more powerful than other items, so you don’t need them to be the best. The rarest items have unique looks to help your character feel that sense of accomplishment, but it’s not required to play the game. We don’t need to make mandatory gear treadmills, we make all of it optional, so those who find it fun to chase this prestigious gear can do so, but those who don’t are just as powerful and get to have fun too.
Here’s what we believe: If someone wants to play for a thousand hours to get an item that is so rare that other players can’t realistically acquire it, that rare item should be differentiated by its visual appearance and rarity alone, not by being more powerful than everything else in the game. Otherwise, your MMO becomes all about grinding to get the best gear. We don’t make grindy games – we leave the grind to other MMOs.
*8. Zones remaining “relevant”:* although the level scaling is a great idea, as it is right now, the game encourages grinding in only 1 zone: Orr. If you’re playing in Orr, you can easily make 6+ gold per hour and you can work on gathering resources that can be used to craft legendary gear. If you’re playing in any other zone in the game, then you can count yourself lucky if your “scaled up” rewards net you 2 gold per day, and you can forget about those legendaries.
Which is the main reason why Orr is still full, and most of the other zones are almost empty. There is nothing in those zones to entice players to keep coming back and do the events there again. Meaning that in many zones (even on full servers), a player playing through those zones will never be able to do the group events or take on the champions… because there’s simply no one else around to help out.
So please up the rewards in all other zones in the game and give every single zone something unique and worthwhile, to make it more interesting for max level players to return to every single zone and replay them over and over again.
On top of that, the scaling still doesn’t work too well, making lower level content far too easy if you’re scaled down from level 80 in full gear… even more so if you’re in a group. It doesn’t “remain challenging” as was the intention.
Right now, instead of addressing this problem of replayability, ArenaNet is spending most of its time into making new and higher level content to give players something new to grind for… and if that works, then Orr could soon see a significant drop in population as well.
*9. No crafting of throwaway items.* As it is, the tradingpost is a joke. Some higher level items are in huge This thread has been deleted from the official forums without any reason. Banns have been issued to the people posting. Please spread this information.
I did not get banned, i am merely reporting this to the various gaming press outlets. I know friends in game that have been banned for as little as quoting an ANet developer.
Our goal with our crafting philosophically is that you’ll never make an item that is a throwaway item. You’ll always be making something that is going to be valuable to someone. Whether it’s for yourself, whether it’s to put on the auction house, whether it’s a consumable that people want, there’s never a time when you’re just making something to increase your skill and then you’re just going to vendor it or chuck it or whatever else you’d do with it afterwards.
And finally, a few more of my concerns:
• The rates on the trading post and the currency exchange (gems) are ridiculous (15%/36%). Have a look at the rates on auction sites like ebay, as they are much more reasonable.
• Inflation on gem prices is ridiculous. On release date you could buy 100 gems for around 25 silver. Right now you’ll need closer to 90 silver for those same 100 gems. And still very few people actually consider it worthwhile to pay real money for gems to transfer them to gold.
so who want to level up their crafting skills are forced to make a fair amount of throwaway items.
Posted ilr on 16 November 2012 - 04:01 AM
If this was still GW1, I'd agree. But compared to that, PvP'ers (and WvW'ers esp) just got shit on compared to how they used to be Revered in GW1
Posted Feathermoore on 14 November 2012 - 07:30 PM
You misunderstand. The ascended armor is not the core issue. The core issue is that Anet has set a precedent for adding a new gear tier after release, something that goes against a large number of their player's understanding of their goals for the game.
This is the time to let Anet know that doing so is unacceptable to you. Waiting around to see if they add yet another tier does no good. Getting the message to them that you don't want that? Good.
Nothing will stop this update knowing Anet's history. It might get rolled back, but they like to put things out, feel the water a bit, then make a decision on where to go from there. Any good coming of these threads will be for the future, not this current update.
Posted Shayne Hawke on 13 November 2012 - 06:24 AM
Linsey Murdock said:
As we release more new end game content in the future, you’ll see more Infusions and Ascended item types being added to the game. Eventually, you’ll be able to kit yourself out with a full set of Ascended gear and high end Infusions to help give you the edge in end game content.
You’ll also see more Legendary items in the future and an update to our existing Legendary weapons. Legendary items were always intended to be on par with other “best-in-slot” items. So fear not, all existing Legendary weapons, which are currently on par with Exotics, will be upgraded to be on par with Ascended weapons at the same time that we add Ascended weapons to the game. Thus Legendaries will remain “best-in-slot” items. All Legendary items going forward will be of Ascended power. We also have plans to add more fun ways to acquire Legendary precursor items with a more “scavenger hunt” feel than they are acquired currently.
The new additions in November are just the start of our item progression initiative. We’re going to add tons of new high-level content to Guild Wars 2 in the future. As we introduce the new high-level content, we’ll also roll out complimentary Ascended and Legendary items (to say nothing of the other rewards you can earn by playing the content).
Was this not the original idea? Didn't you always intend for players to reach a power plateau on their gear? Sure, all you've done here is raised the bar a little so that people need to spend more time getting the new and powerful stuff, but what happens then? You introduce even more gear that's stronger than the norm? What happens when you release a full set of ascended gear? Are you going to make the same assessment and come out with yet another tier of gear? Do you see releasing higher performance gear as the way forward for expansion content in your game?
What about these infusions and Agony? Should I be ready to face a different kind of pushing mechanic in every single new dungeon you release? Will I now need to acquire several sets of armor just so that I can try each dungeon and not feel closed off?
If ascended weapons have upgrades built into them and have infusion slots instead of upgrade slots, how am I supposed to duplicate the effects of certain sigils on ascended weapons? Are there also going to be weapon infusions that are all more powerful variants of all of the weapon upgrades currently in the game? If not and I can't get the sigil I want, do I now have to sacrifice stats and transmute an exotic's stats and upgrades onto a legendary in order to get the combination I want?
Have you made adjustments to structured PvP and WvW according to these changes? With ascended gear now being the new best-in-slot, are you raising the stats on all of the PvP gear as well?
The introduction of this gear serves only as a slight delay to some players before they hit this "legendary wall" again. I'm sure some players don't even bother with reaching best-in-slot gear before they start looking ahead to what they need for their legendary, in which case these new items have done nothing at all about the wall. Meanwhile, you've thrown a curveball at everyone who has just been pining to get exotic gear for it being best-in-slot, and some who've gotten it already might not look forward to having to go for this new gear once it's released. Personally, having not yet chosen to acquire a full exotic set of armor yet, I may not even bother anymore and instead just wait until the new ascended gear arrives. After all, what's the point of getting the best gear when I know it's going to be trumped some time down the line?
You're trying to create progression without gear grind and you're doing it by adding combat mechanics that are mitigated by new gear...
I don't remember a single instance in which the fundamental plateau on gear stats in GW was ever raised. The system is not like infusion in Guild Wars, because that simply involved performing a task for an NPC to upgrade existing armor. This is the introduction of an entirely new line of gear to accomplish that purpose. Was there a good reason why this mechanic had to be exclusive to this near gear and not also tacked onto existing gear?
Perhaps you're actually trying to draw a similarity between GW2 infusion and GW title bonuses? It sounds like with this new content, players will be challenged with new monsters that are hard because they've been given new skills and a new dangerous condition to use, which players can counter by getting better gear and improving their defense against it. With the Eye of the North expansion, you created progression by designing harder enemies with higher levels and new abilities and allowed players to counter that by buffing themselves with different bonuses depending on where they were and how much title progression they had. They could also use new skills tied to these titles that got stronger when the titles had more progression. Original Guild Wars designers may recognize that players weren't particularly thrilled with grinding out these titles on every character they wanted to take through this content for the sake of performing at their best. What made you think that it would have been a good idea to repeat the same system here?
Excited about taking a turn down a path that I hoped to specifically avoid by purchasing this game? No, I think you've pulled the wrong type of excitement out of me.