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Shayne Hawke

Member Since 19 Aug 2009
Offline Last Active Yesterday, 01:02 AM

#2348162 What will need to be announced on Saturday...

Posted raspberry jam on 27 January 2015 - 04:36 PM

View PostHobbesqt, on 27 January 2015 - 03:15 PM, said:

It really seems like you should go play GW1. You clearly don't want to play GW2.

It also looks like 90% of what was hoped for prior to the announcement was actually confirmed. The only real thing that wasn't was specifically spears being introduced, but they are introducing new weapon options, so not bad.

The only person here that doesn't appear to be satisfied is Captain Rose-Tint, and nothing short of converting the game into GW1 will accomplish that.
I think you fail to understand my complaints. It's not that GW2 is not Guild Wars part 2. It's that GW2 has a lot of problems and instead of solving any of them (apart from being "a game with guild in the name that doesn't have GvG" which is about as relevant as making Gordon Freeman radioactive would be) they release a bunch of things that seems to roughly match whatever people are asking for.

For example: new profession: Revenant. Of course people are asking for a new class since they are tired of DPS spam regardless of which class they pick (they may think different but incredibly low skill cap and trite gameplay at high efficiency is the real reason). Problem is that the new class will also be DPS spam. This will be enjoyable for a brief time since it's new, but novelty fades quickly.

Necromancers with greatswords is also something that people talked about. Yes it's fun if characters (maybe not just necromancers) can use more weapons. But unless these weapon possibilities bring some actual change to the table, they too will just be fun for novelty.

I am happy that they will add GvG but because of the way that the mathematics of how GW2 work and the skills that are found in the game, I don't think that it will be particularly engaging. I might be wrong.

#2346162 [Living Story SPOILER] I might have found the pax announcement.

Posted raspberry jam on 13 January 2015 - 04:36 PM

View PostDirame, on 13 January 2015 - 04:30 PM, said:

Because that would be too many plot threads to focus on?
You think so? They could just ignore the old stuff. They are good at that.

#2344530 Introducing the New Daily Achievement System

Posted raspberry jam on 16 December 2014 - 09:32 AM

View PostNerfHerder, on 16 December 2014 - 12:33 AM, said:

When you reduce the argument to "login = win game", it seems derpy. However, some players have busy lives. Ive been in the middle of my dailies and been called in to work, family stuff, etc. Now you get a reward, thats not game breaking, if you dont get time to play or have to leave in a hurry. At least we get a QoL improvement than no update at all, right?
I don't know where to begin. But I'll try to skip the part about how you literally get a reward for a repeating, repetitive quest in a game that was touted as not being repetitive and grindy (I failed, I guess), and go right on to the part where it is apparently QoL to get rewarded for not playing the game. I mean what did you pay for anyway? Not playing the game is sort of the default state that you had before even buying it! So what is being rewarded here exactly? Doing family stuff instead of playing the game? But wait... :eek: It is, isn't it?? Is this finally the Extended Experience update we've been waiting for?!?!? Of course!!!! Thank you Arenanet for rewarding us in every part of our lives!!! :angel:

View PostEl Duderino, on 16 December 2014 - 04:14 AM, said:

Seems to me if people like the game, they don't need to be incentivized just to log in.
Not be incentivized? What is this I see? Heresy?

All hail S:t B.F. :angel:

#2344332 Introducing the New Daily Achievement System

Posted raspberry jam on 12 December 2014 - 01:22 PM

View PostNerfHerder, on 11 December 2014 - 09:39 PM, said:

By itself, this is a welcome change. I dont see any downside from here. I like the signing in for a reward. Because sometimes I sign in, decide I dont really want to do the same stuff over and over, then log out. And I like the idea of being rewarded for playing the I want. Win for me.
They said "GW2 rewards you for anything you do in the game". It rewards you for doing dungeons, quests, talking to people, fighting things, crafting things. It even rewards you for visiting places. Now with this - the reward for logging in - GW2 only needs to reward players for accepting rewards, and this paragon of interesting game design will be complete!! :)

#2343678 Is GW2 dead now or is it just the forums?

Posted Haggus on 01 December 2014 - 12:38 AM

There was once a competition between some Air Force Reserve pilots and active duty pilots in the 80's.  The reservists were flying old F-4's, Delta Darts, and F-5's.  The active duty pilots were in F-15's and F-16's.  The active duty pilots got their asses handed to them.

If you are most comfortable with a certain build, or weapon set, you will play better than someone who is hopping from set-up to set-up, with no experience on how the mechanics have synergy, just because it gets the most votes on f'ing Dulfy.  You go, with your bad ass cleric guardian self.

On-topic, Guru has tended to be that one Cassandra.  It gives an avenue for those who might be banned on one sight, or shouted down on another site.  Sometimes it's good, as people can be exposed to issues they may have thought only they were seeing, and let them see that they aren't just over-reacting about an issue.  Thing is, some of the people who come here tend to be a bit more acerbic than the average poster.  A lot of the main posters here were playing since the beta of Guild Wars.  They came up loving(and sometimes hating) that game, and getting involved with the lore, the PvP, and(one thing sorely unsupported in GW2) the role-playing of that game.  You had serious PvP'ers from top guilds, regular devs, and Gaile Gray posting on a regular basis, and reading Guru.  There isn't as much of that here for GW2, as most went to the official sites, Reddit, or, TBH, just left the game.  Devs and customer reps don't have motivation to come here, as they have their own controlled forums from which to talk.

Part of it is, Anet believes too much criticism can affect people's view of the game.  This time, they have an official forum that they control.  If something seems to them to be getting out of hand, they shut it down.  They took a different attitude with GW2, wanting it to be a true MMO, that could generate regular revenue.  Nothing in this game will change that much.  This is the game it was 2 years ago; and it's the game it will be 2 years from now.  They don't want to hear about "true expansions", or "mods to the cash shop system," because it's not gonna change.  So you get people complaining at the one place they feel they have always been free to voice their opinion: Guru.

There are fewer people posting here not because they have been driven off; but because most of the regular posters have left the game.  Face it: we aren't a bunch of casuals here.  We love the game, we invested a lot of time in it, and we want it to succeed; but the longer they go down the same path, the more people realize this game is what it is.  Some still come back; but most aren't coming, because they just don't want to waste time posting where, on Guru, it won't change anything; or on regular forums, where they will probably get their post wiped and get banned.

At least, that's how I see it.

#2343350 In-game currencies other than gold and karma, soul-bound items

Posted Baron von Scrufflebutt on 25 November 2014 - 09:03 AM

From the article:


Commenters rightly pointed out that if modern devs did what old timey devs did, players would just rush in and buy everything on day one and not do the grind. But so what?

Does Brianna think GW2 is a game or something? The point of new currencies is to timegate the players: the currencies aren't there for the good of the players, they are there to force players to continue exposing themselves to the product.

#2340647 GW2: a true successor to GW1

Posted lalangamena on 04 October 2014 - 10:43 AM

GW2 is a dead game because Anet switched the target audience to game hoppers, the game hopper will pay for some ingame stuff.
( if the endgame is cosmetics then the gemstore is definitely a p2win system) and then leave for a newer game.
the full maps are just an illusion created by the megaservers.

#2340132 Gone For 6 Months..

Posted ilr on 23 September 2014 - 06:18 PM

A bunch of changes were basically made to market it in China for a while and also to market it harder to something else called "MMO Whales".   It's no longer a cooperative action-skill game.  It is a point & collect binge for a specific niche of higher income achievement seeking gamers

#2337738 Thoughts on the September Feature Pack?

Posted RandolfRa on 01 September 2014 - 06:46 AM

View Postdavadude, on 01 September 2014 - 05:07 AM, said:

It's easy to be petulant about the lack of visible progress but that doesn't mean nothing's happening behind the scenes.

Aye, but in the end a customer is only interested in the actual product and how it compares to other similar products in the market. Whatever internal problems a company may have aren't relevant to the customer. If your services suck, they suck. In the long term it doesn't matter why.

For example in our context, I could care less how updated and streamlined the code base of the Guild Wars 2 client is. I care solely about what I experience in game.

#2337567 Thoughts on the September Feature Pack?

Posted Phineas Poe on 30 August 2014 - 06:18 AM

View PostCalypso589, on 30 August 2014 - 05:29 AM, said:

it's only been two years.


#2328299 Would you pay?

Posted I'm Squirrel on 16 June 2014 - 03:50 PM

wouldnt pay for anything arenanet releases after what gw2 has become in the past 2 years

#2323097 The new daily system.

Posted Baron von Scrufflebutt on 12 May 2014 - 10:21 AM

View Postraspberry jam, on 12 May 2014 - 09:51 AM, said:

I think that the new daily system is horrible.

Then again I thought that the old system was horrible, as well as the one before that, as well as the idea of daily quests at all.

GW1 Zaishen quests were fairly well done, sometimes.

In my opinion, GW1 ZQuests felt better because they were about forcing players to do content, whereas a number of GW2 dailies is about forcing players to do non-content: you end up having to do content that the game otherwise doesn't care if you are doing, or even worse, doesn't even want you to be doing (ambient creatures being the perfect example: there is a reason why they have no HP and give no rewards upon death).
But to implement such a system, one first needs to have content that one can tie them to and that's exactly what GW2 lacks.

#2320405 Megaserver rollout complete

Posted raspberry jam on 26 April 2014 - 07:43 PM

Since they use that language filter to filter out people who don't speak your language... What if they added a "role playing" filter?

#2319990 Unlocking traits.

Posted Baron von Scrufflebutt on 25 April 2014 - 07:04 AM

View PostFeathermoore, on 25 April 2014 - 12:58 AM, said:

The change is designed for three purposes. To create a learning system for new players, to evolve an existing system to create more horizontal progression for new players, and to create another method to encourage players to return to older content. All of which are positive. All of which the system is successful at. I don't need to quote Colin. The design goals were pretty self evident when the system was explained.

I am bothered by the bolded part.
As you also pointed out, the game already had too much progression. If we look at progression as a learning tool, that would mean that we already had a system in place that failed to teach players: had the previous system been usable as a learning tool, I don't think we could have made the argument that the game has too much progression. The new system also didn't didn't expand the quantity of content that would demand that new "lessons", we just got more "lessons" instead. Also, some of the requirements (for instance, jumping puzzles or super-mega zerg events) "teach" players playstlyes that are either completely secondary or actually wrong.
Regarding horizontal progression: the game's shitty balancing really turned traits into vertical progression. There's a selection of traits that are insanely superior to other options and that's really not an example of horizontal progression.
As for encouraging players to visit old content: pre-patch characters already have the majority of traits unlocked, which means there's no reason to visit the old locations for them, as for new players, the system is a bit bad at encouraging: given the cost of buying traits, it's closer to forcing players to do this content than it is to encouraging them.

Now, as folks have been saying, hunting traits could be a good addition. The problem is that it's currently implemented poorly and the same poor implementation has been seen in basically every addition to GW2 since release. So, with that in mind, does it still make sense to support additions that are good in theory, but have been botched up consistently for the last two years with no sign of improvement? Maybe it's time to accept that what we are seeing here isn't an exception to the rule, it's the rule?

#2319976 Unlocking traits.

Posted MazingerZ on 25 April 2014 - 04:23 AM

View PostFeathermoore, on 25 April 2014 - 12:58 AM, said:

Already explained that that isn't my argument. I would know what my argument is... seeing as I am making it. So are we going to red herrings, ad hominem, and appeals to emotion now? If you want to discuss and counter my arguments in a way that contributes to the discussion I welcome it. So far you haven't actually said anything that wasn't a logical fallacy though with most of those being snide one liners. Try and drop the ego, read the guidelines, and think about them.

Incorrect. You are misrepresenting my argument. Probably due to miscommunication. Limiting choices does not inherently make the system better. Limiting choices in a way that encourages or guides players through a learning process does. There are also other aspects that make it better that are only possible with the locked system.

Already did for new players, Though for older players it depends on the player. Seeing as my argument is that the system encourages learning, it helps the old players as well. Only the "oldest" of players have any sort of interference to their play and then only if they actually know every class inside and out without playing them. It is a reasonable assumption that that is a vast minority of players.

The change is designed for three purposes. To create a learning system for new players, to evolve an existing system to create more horizontal progression for new players, and to create another method to encourage players to return to older content. All of which are positive. All of which the system is successful at. I don't need to quote Colin. The design goals were pretty self evident when the system was explained.

This is once again a fallacy of composition revolving around a false dichotomy. You are stating that because a single aspect of the update is bad that it follows that the entire system is bad. It doesn't. You can't say that without providing reasoning. It also isn't good or bad. This isn't a binary result.

No, you're argument is that it's got issues, but it's still a good system.  You're going to also have to explain how it teaches players anything except creating another checklist for completionists who go to dulfy to figure out what they need and go do it. Because it appears its a system designed to lead players around by the nose,or can easily be bypassed with a little gold and acquisition of some skill points (a process accelerated by committing to some RMT).  The system might force them to get involved in the game outside of just crafting their way to level 80 and joining a champ train, but no lessons are taught as to why one would bother wasting their time picking up Trait X unless a guide told them they needed it for a build or how to leverage Trait X... outside of a guide.

Oh, and you have a wonderful history of assigning fallacies (incorrectly and without explanation) when you're incapable of explaining something like... how is this a good system if its apparently already rife with issues like putting Adept traits in level 80 zones.  You've stated it does X without any exemplary evidence that it does just that.  Nothing about where this crap has been sequestered does anything to teach beyond "Hey, there's a trait system."

And anyone who doesn't know where to look when be directed to Dulfy the instant they say "Hey, looking for trait X, where can I find it?"  "Go to dulfy.net"

If anything, I'm going to laugh when a year, year and a half down the road we're faced with a new issue... Traits locked behind champ bosses aren't being done everyone else has shit to do.   I wonder what the activity will be like when trying to take down Skullsmasher in six months.