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King TomodoMember Since 27 Aug 2009
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- Member Title Asuran Acolyte
- Age 22 years old
- Birthday August 3, 1991
Posted Alleji on 13 December 2012 - 05:37 PM
So, the problems:
- The world is dead. Other than cursed shore, the dragons, and lion's arch, it's largely empty.
- "Dynamic" events are hardly dynamic, as we were led to believe.
- The reward structure is really, really bad. This is actually the main reason for the first problem.
...aaand now how to fix all this, starting with the pre-requisites and moving on to more complex changes:
1. Better event scaling. Currently events don't scale well for large number of players (10+). You just get more mobs in pre-set spawn points that get aoed down just as easily. Anyone who's spent 30 minutes in Cursed Shore knows this. Some improvements were made in this regard compared to a few months ago, but it's very little. Events with more players around need to spawn veterans and champions and add additional spawn points, not just additional mobs. Basically, things that are not negated by AoE.
2. Iterative difficulty scaling for events. Most events never fail. Why not? Because they're too easy. Anet needs to add difficulty scaling that's not dependent on number of players, but based on the number of times the event was successfully completed previously (on top of number-of-players scaling in #1, not instead). Every event stats at difficulty 0 after a server reset. Each time it's completed successfully, the difficulty goes up by 1 point. 1 point of difficulty translates into 1 additional mob per wave, +3% mob health and damage, etc.
So instead of facerolling Shelter's Gate Camp for loot every 10 minutes, one day you might come there and get zerged by veteran spiders. Woah, what happened? Well, see, the last defense barely succeeded and turned the difficulty from 7 to 8. And they had more people than you did, so tough luck. But now that the event failed, the difficulty scale goes down by -3, so next time the event will be at difficulty 5. This system will calibrate itself to the average number of players in an area and add a huge amount of variety to the same events, while the +1/-3 system still ensures it succeeds most of the time. (The scale is hidden, so people don't intentionally avoid scaled-up events.)
3. More events. More, more, more. There are a handful of basic event "templates" in the game and 95% of all events fit in these: defend a point, assault a point, escort an npc, kill a boss, kill mobs until the bar gets to 0 (or 100%). I honestly don't see why anet isn't minting these like crazy. I highly doubt they take a lot of time to make, given that you already have all the components... just need to put the pieces together in a slightly different configuration in a different area. BAM, new event. Reduce the frequency of each individual event to keep the number of concurrent events the same, but increase the variety. I'm not asking here for a brand-new zone with brand-new armored crabs and a ton of scripting to be used one time and then abandoned. This would probably take far less work.
4. Balancing rewards. The base reward for completing an event is pitiful. 1.5 silver, some experience that you don't need at 80, and a bit of karma that's grossly outweighed by the daily jug. (The daily jug was a good idea, but it's just... difficult to outperform it. That's a different subject.) The bulk of the reward comes from the drops and drops from a single champion are much worse than from aoeing waves of mobs for 4 minutes. Most of the time the champion takes more effort too!
The second problem is the disparity between zones. Events in Orr are well-known (so everyone does the easy ones), highly populated and give max rewards for level 80. Events in every other zone are the complete opposite. To balance this:
- Normalize the silver/exp/karma rewards for lvl 80s throughout the world. Seriously, it's a tiny amount of money anyway and getting 1.5s or 0.9s won't really impact anything. All it does is make lower-level events look bad.
- Improve drops from champions. Duh. To avoid causing inflation, do not flat-out make them drop 15 silver, but simply add a chance for each champion to drop zone-specific items. Each zones or a group of zones could have things like unique armor sets and unique weapon skins. There are zone-unique weapon skins in the game currently, such as "Steam" weapons in Charr areas, but they're easily obtainable and thus can't serve as an incentive to go there.
- Also add tokens to champions. For X tokens from champions in Charr lands, you can buy a rare armor skin (that also drops only in this areas), but weapons can only be gotten as a drop. Something like that.
5. Worldwide and zone-wide event notifications. Another very simple addition, but once you've really made events dynamic (points #1 and #2), added more of them (#3), and gave the players a reason to go there (#4), tell people about them! Display all events happening in the zone on the map, with an option to toggle it off, and display MAJOR events happening in other zones on the world map, like Orr temple assaults, dragons, swamp monster in Queensdale, etc. People will see events and flock to them instead of wandering about empty zones alone or farming events in Cursed Shore as a zerg.
Also, display this next point in the corner of the screen (under your personal story) at all times:
6. Daily zones. Now we're getting into more ambitious things. It's time to really create a dynamic world. Each day 1 or 2 zones could become event hubs. Balefire means business today and made a pact with the ogres to attack Ebonhawke! The entire area turns into a warzone. You know, the Charr are really attacking. Basically, turn the area into Cursed Shore + difficulty scaling (#2).
Hearts are disabled (Farmer Joe doesn't really care about shooing away the gryphons from this cabbage when THE CHARR ARE ATTACKING). All regular events that fit the war theme are enabled with a majorly increased frequency (remember, we reduced it in #3 and increased the total number of events). There are additional events active: every outpost gets assaulted on a regular basis and after a successful defense, there are events to march out and take down a champ or recapture a lost outpost. Again, this is all just copy/paste stuff (#3). Optimize the templates and then make more events!
As a bonus, drops of zone-specific rewards are doubled for the day when that area is a warzone.
As a second bonus, if a critical number of events is failed during the day (this could be a rather high threshold), the zone is under Flame Legion's control for next 1-3 days, every waypoint is disabled, you still can't do hearts in it (Farmer Joe is dead, his head is on a spike, and so are the cabbage-loving gryphons), and after these 3 days, the map becomes a warzone for the day again. Same events are running with the aim of recapturing it. This time it can't fail.
7. Live GMs. All of the above would do a good job of making the world appear dynamic, as it was advertised in the beginning, but dedicated game-masters controlling the world would make it REALLY dynamic. Provided there's a good framework for creating events (#3), anet could expand it to create events out of pre-set pieces on the fly. Starcraft's map editor did it in 1999 by allowing you to create custom missions using building blocks already provided with the game, why can't we do it on a live server in 2013? This outpost is getting attacked by X waves, each one consisting of Y mobs for Z minutes. Oh and there's a dragon at the end, which I'm going to personally control and target people with it. Go!
A GM per server or even 1 GM per few servers could further spice up the "daily areas" and add an occasional special event to other places in the world. And once again, I don't mean "occasional" and "special" a la brand-new invisible precursor-dropping crabs that take months of development for one night of lag. No, "special", as in, there will be a unique event somewhere a few times per day that's not part of the game's default package. You know, something new.
Well, that's pretty much it. A game like this would almost certainly keep me playing for years, paying a sub fee, and buying all the expansions. (Provided those expansions also expanded the above model).
Posted Dystoria on 10 December 2012 - 03:51 AM
Yea it shows you the green starburst on the gate because TECHNICALLY the gate does take you to Fort Trinity, but you can't use the gate until after you complete the battle of fort trinity. It's understandable why people get confused by it. Just gotta travel to Straits of Devestation through running/waypoints yourself.
Posted pumpkin pie on 09 December 2012 - 01:31 PM
Posted Robsy128 on 08 December 2012 - 01:39 AM
As for dying guilds - my dungeon-running guild is getting more and more members every day. Maybe it's just your server/s?
Posted Serris on 08 December 2012 - 08:57 AM
Posted Coren on 05 December 2012 - 01:02 PM
Every time I read a post like this, I always wonder why you stick around this forum to tell us you dislike the game. Your opinion won't change the minds of the ones who do like GW2. Wouldn't you rather hang around a forum for a game you DO like?
Posted Ghostwing on 29 November 2012 - 07:23 PM
Posted PinCushion on 29 November 2012 - 07:22 PM
I currently just give them $10/month because farming stuff is boring. I don't play these games to grind gold, and since my job involves market/pricing work I really don't feel like coming home to do more of it in a game. I sell my gems, take my 6-10g (depending on the day), and enjoy all the extra time I just bought to WvW or whatever.
I figure in 3-6 months I'll have my legendary, if I decide to craft it, without having to grind my face off for all the T6 mats. Now, I'll have PAID A-Net about $60 bucks for this convenience. In my opinion, it's worth it.
Edit: I don't mind this arrangement because it's a $5/mo savings over my other favorite MMO, and it's completely under my control when and if it happens. I don't expect a good product to be free, but I enjoy the fact that I can skip as many months as I want without any loss of features or function.
Posted Arewn on 13 November 2012 - 06:05 AM
Posted karekiz on 13 November 2012 - 05:36 AM
It is sad when free content pushes me away. The new dungeon sounds awesome. =(
Well at least they aren't forcing us to pay for gear treadmill. Save that crap for expansions I guess.
Edit: Wonder what color they will use for Ascended 2.0 raid gear when it is added (might as well just roll with it now). I think a nice shade of puce would do wonderfully.
Posted Jackiepro on 13 November 2012 - 05:01 AM
You know what I find the most amusing? Someone started a thread in the WvW section asking why people dont like to WvW. The most common answer was "there is no progression". So if I was Anet right now, there is a community telling me they want progression, but that they dont want progression. In the end there is no pleasing everyone, and I can assure you Anet know more about their jobs than you folks, on the long run this change will probably benefit the game, sure some of you vocal crybabies are going to leave based on some ambigouous philosophical principle that somehow what they are doing violates their own game principles because it forces grind (wait what? there is grind in this game? I got a world first legendary rifle and dont notice any grind, and that is coming from a player who has exclusively pvped in every game before).
Whatever if you wish to leave before you even have any idea how it impacts the game, then that is your choice. In the end, this thread only serves for a bunch of nobodies to announce their game retirement with the hopes that someone will like their post so they can all circle jerk in their pride of leaving the game, as if it mattered.
Btw for those of you who missed it, you dont NEED this new gear to complete the new dungeon. You need the new gear to progress further into the dungeon, all that changes in successive runs is difficulty and the addition of a new boss with the possibility of rare loot. But for those of you who act like you play for games for fun and not reward and hence why this is disgusting for you, you may still have fun and clear the initial dungeon with your original gear, so for all intents and purposes you can ENJOY the new content without committing to any gear grind. It is only if you wish to go further into the dungeon to persue rare items that you need the new gear. But I think that is fair no? Or do you wish for a shot at competing for rare gear without putting any effort in? Perhaps the people crying are the same people crying about legendary weapons, who knows. Doesnt seem like anybody put much thought into their cries though.
Posted Jentari on 13 November 2012 - 04:54 AM
Also as others have tried to point out, just the fact that this new armor will have stats better then the exotics will make it a factor in places like wvw. It also negates almost every other dungeon in game. Why spend hours running those other dungeons when that armor is now obsolete?
Plus with the new armor coming (yes only jewelry coming at this time), it will cause those doing wvw to have to get the new armor in order to stay even with others in wvw. Again causing more possible balance problems in an area of the game that already is suffering from them.
So since Anet has said for years that they didnt want to have a gear grind they not only start one but in there blog it is described in such a fashion that it even sounds like they had planned for this all along even while still mantaining the retoric that they didnt want and gear grind. Way to go back on your words and manifesto.
As for others pointing out well other games have the gear grind in them also, yes they do and that is what made GW1 and GW2 unique, they did have it, at least until now.
I do not see anything positive coming from this announcement. I dont think this will kill the game but it is the start of the game going in a direction that myself and many others do not want to see. As for as my future with GW2, well the end is coming faster then I tought it would. I played GW1 for years. I have my doubts on making it until Christmas with GW2.
Posted Strawberry Nubcake on 13 November 2012 - 04:49 AM
"Ping gear plz!"
So I have a question... what are we supposed to do with our exotics that we bought or crafted? They are soulbound and most of it salvages into pure shit. Holding onto it after acquiring ascended gear seems about as smart as holding onto rares if you have exotics. What the * was Anet thinking?
Edit: BTW, I have several 80s in exotic gear and was NOT one of those people that zoomed through everything and crafted legendaries already. I was NOT one of the people that cried about being bored after getting my gear. I did not want or need another tier of stuff to work towards. I played the game and experienced it the way I believe Anet intended and this is how it's going to be? No doubt the people that insist on having everything within a week of it's release will be bored with this shit after a week or two as well. Then what? Cry for another tier of gear to work towards?
Posted jollyjolly0 on 13 November 2012 - 03:19 AM
And even in the worst case scenario that the press reviewers got it right and there is an additional gear tier being added, so what? What's to stop you from just ignoring the ascended gear and the more difficult fractals that go along with it and just play the original dungeons with friends and guildies?
Also, how is this so different from rares vs exotics? People didn't bitch and moan at exotics did they? You obviously had to run dungeons, or farm money or whatnot to get your exotic gear which makes you around 13% better than someone (statwise) in rares. Somehow, there's no problem with a gear progression that the game launched with, but if it gets introduced afterwards it's enough to make you quit the game? (I literally saw many posts from people saying they would quit the game...)
And honestly, anyone who quits over a new piece of gear being added by way of a new type of dungeon added on a new island in a new zone which becomes available through a series of new massive meta events, all added through a FREE content patch to a subscription-less game */catch breath* needs to take a step back and...
tl;dr: chill the * out.
Posted Ghostbanner on 27 October 2012 - 02:19 AM