- Viewing Profile: Reputation: Mordakai
MordakaiMember Since 19 Aug 2009
Offline Last Active Aug 04 2015 04:06 AM
- Group Community Contributors
- Active Posts 8239
- Profile Views 14436
- Member Title Mordakai7
- Age 42 years old
- Birthday October 20, 1973
Sanctum of Rall
Posted Cevilo on 31 January 2015 - 08:28 PM
I'm going to say I enjoyed the LS a lot more being away for all of part two and logging in once every 2 weeks to unlock the story for free, then played the entire 8 episodes leading into the expansion.
I think moving forward LS will be better received if people know at the end of ever few seasons an expac will drop with more features and flavor to it.
Posted Arkham Creed on 29 January 2015 - 07:57 PM
I would love to see the Monk make a come back and see how Anet if Anet can make a good one.
Monk probably isn't going to happen as a standalone profession I'm sorry to say. Not only is the primary healer mechanic incompatible with the design of the game their theme is already taken by the guardian. Hell more than a few old monk skills are now guardian skills (Ray of Judgement comes to mind), so I say it is very, very unlikely we'll ever see monks make a comeback. At least not in a form in any way shape or form related to their original design.
However that doesn't mean we'll never see monks again. As I just said pretty much the entirety of what the monk was is now part of the guardian, so it is very possible that Monk could be reborn as a guardian specialization. Just like how the revenant is basically a heavy-armor ritualist, it is possible that guardians could spec into being heavy-armor monks.
Posted Captain Bulldozer on 27 January 2015 - 06:23 PM
When so many players of MMOs are reward motivated (and when MMO game design is almost exclusively trying to promote and exploit that aspect of the players) the natural consequence is players seeking to get more rewards, and for some to literally try to maximize their rewards (often within certain other constraints, like play-time). GW2 is designed in a way so that anyone participating in events and fights essentially gets the same rewards (sure, the gold/silver/bronze parts applies here, but the difference are mostly in things that matter less to the players than drops). There is no additional in game reward for smart, skillful or tactical play and at the same time, easy, dumb and mindless play works every bit as well (sometimes even better) than the alternatives. As such, the primary way for players to get the extra dopamine rush is to complete reward granting activities as quickly as possible, then moving on to the next activity. Clearly not all players are as addicted to that rush as others, but Anet certainly knows about that effect, and designed a lot of systems to take advantage of it.
The game lacks any real system for easy communication between players, making it clear that team-work, synergy and strategy are not considered to be important parts of the game by the designers. The AI barely reacts to what players do, frequently being willing to stand in damage fields, making no effort to avoid player attacks. That AI is typically less strategic than Kilroy Stonekin was in GW1, yet somehow also manages to feel less alive and dynamic. Many encounters are clearly designed against a "need X people to beat it" criteria rather than a "these tactics will work" idea, and zerging has no real draw-back in the game other than player boredom. Many of these would be easy to design around; for example, how about a boss whose attacks got stronger and more frequent for each players hitting them? That would encourage players to buff a small groups of attacker rather than all standing around using autoattacks. If Anet was against stacking or exploiting bad AI pathing, they could design maps so that the AI would not engage players who are positions which would be bad tactically for the AI. They could also design maps better so that these locations were not as common place. There are plenty of things that could have been differently to prevent or discourage what the OP calls the meta, but Anet didn't do it that way, nor have they tried with anything particularly effectual to curb that behavior. As such, saying that it's the players fault really does seem to be an unsupported claim.
Posted Krazzar on 27 January 2015 - 05:07 PM
So the question is "did you like the 'Chinese trait system'?" because that is what the Mastery system experience is going to be. At the other end is the content you want to get to or the area you want to explore, gated behind "abilities". That's not something I'm particularly happy about. Exploring isn't about hand-holding and waiting around for an event to start with 20 other people so you can move on and do the next one on your list. I don't appreciate turning exploring into a checklist in order to force others to see some content they would otherwise ignore. This is also a sign to me that the expansion won't have as much content or exploring as we would like, otherwise they wouldn't try to script things through the Mastery system and wouldn't need to gate it.
Posted Screenager on 22 January 2015 - 01:50 PM
The Quaggans are coming to the UK!
Some of you will already know the name Foostival and be aware of it.
For those that are not the Foostival is a fan run celebration of all things GW2 that occurs every year across the EU. Get the chance to meet other GW2 players, learn a bit more about PvP, PvE, practice your zerging when we give out some amazing prizes!
We are bringing the Foostival to the UK for the first time and would like to invite you all to the Foostival UK site at http://en.foostival.com/ where you can find out more about the Foostival and secure your spot!
Posted Phineas Poe on 19 December 2014 - 07:40 AM
To be fair, all PvE content in every game ever pretty much operates in this fashion. Every boss requires a set procedure--an algorithm--to defeat it. This was the case for even the hardest of boss fights in FFXI and WoW, where one simple trick or strategy was integral to completing it. I was on Remora and helped the linkshells that banded together to kill Absolute Virtue for a handful of mercury when he was intended to be unkillable and was a vanilla raider in T3 when TBC launched if that means anything these days. Learning that content was pretty tough, but once you figured it out it was pretty easy to put on farm status.
So someone beats it, they post on ZAM/Reddit or whatever how to do it, and everyone follows suit.
What's key is that a game diversifies the tricks, so that veteran players are always working on something new while greener players are learning old strategies, and that's why GW2 PvE failed for a long time: the fiery greatsword was kind of just a be-all, end-all option for everything. Even though things are slightly better now, the game just too easily is beaten through the abuse of corners because enemy scripting isn't smart enough to walk out of AOEs or retreat when taking damage. It's too little, too late, and I've already ran those dungeons hundreds of times to fund two legendaries. I'm beyond over it by this point and have moved on to Destiny and replaying D3 for RoS waiting for Halo 5.
I've argued on Guru for a long time that GW2 was trending in the right direction near the end of the LS1 because the Marionette and Wurm introduced new tricks different from Tequatl and the dungeon meta. And if we kept getting new raid bosses like that once every couple of months, Guild Wars 2 really could've been something great.
But since the end of the LS1 at the beginning of 2014, that development model was halted. Silverwastes and Dry Top are interesting content, but aren't challenging in the slightest. It took us a couple hours to maximize the rewards of these zones, and I found myself getting bored between all the breaks and paltry LS releases.
My guild has since wasted away to a shell of what it once was, just the same as it is for TTS, GW2C, and Attuned. All the big raid guilds are dying, and the new players are awfully green. The future of Guild Wars 2 is very bleak unless they announce an expansion ... like now.
I think ArenaNet can blame themselves on that one. They hyped up Guild Wars 2 themselves, and continue to hype up the Living Story and every feature patch post-launch so that expectations are always high. Yet two years after killing Zhaitan, we're still chasing Mordremoth and are clueless to where the other elder dragons are, and we still don't have craftable pre-cursors or PvP gametypes beyond Conquest.
It may be impossible to fully satisfy the more rabid side of the fanbase, but even their more reserved, dedicated players are asking themselves why they're still playing. Guild Wars 2 is an awfully unique game, and I'm always reminded of that every time I retry playing a game like Final Fantasy XIV or World of Warcraft. It's nothing necessarily big that I miss; it's really the definitive, whole package that GW2 offers. And for $60 and no monthly fee, there's a ridiculous amount of content offered here.
But I would gladly drop $20 every six months if it meant another campaign to kill an elder dragon, with a good story, and with some new dungeons and raid content added onto it.
Guild Wars 2 failed to live up to the hype not because it failed to be unique, but because it's a glorious base engine and development platform with no substantial end-game content to go with it, even two years later. They had a great opportunity to craft a beautiful world full of epic bosses with a RvR gametype that had substance and a PvP gametype with clinical precision.
Instead they've spent the past 9 months ret-conning sylvari lore and selling us a bunch of gem store bullshit like costumes, tonics, and now mailers. I honestly regret re-installing the game after I quit ArcheAge. The second-half of the LS2 hasn't been any better. It's been substantially worse.
Posted Kymeric on 26 September 2014 - 03:39 PM
I'll stand up and be counted there. I only played GW1 because I got excited about GW2. It was a way to connect with GW2 before betas started. I played through all three campaigns, EotN, War in Kryta and love story thingy (name escapes me at the moment). I had fun, but I definitely wouldn't consider it one of the best games I've ever played.
I'm a grumpy GW2 player, but I don't want it to be more like GW1. I want it to be more like the vision that ArenaNet cast before launch and more like what it was for a few months after. I want it to be more like that immersive, explore-y, organic MMORPG they described and I experienced early on than the checklist focused, timer drive, repetitive, carrot-chasing MMO-as-usual it has been gradually evolving into since then.
Posted Senatic on 22 September 2014 - 01:09 PM
Weird is not necessarily bad.
Nothing controversial? What rock have you been living under. No, it did not for the most part deliver desired features. It delivered required features for the continued growth of the community, but there was nothing desirable about most of them. The community never asked for these changes, anet made them to increase player retention. And as to whether or not they were an improvement is completely subjective, which should go to show that it was a bad way to go in the first place.
If you like insistent hand holding like you're a baby and your parent is afraid to let you play with your toys than sure I guess you could enjoy them. Personally I am a grown man perfectly capable of figuring out things for myself without daddy anet controlling every little detail of my play experience.
Posted Krazzar on 01 July 2014 - 02:29 PM
Posted MCBiohazard on 18 June 2014 - 01:05 PM
It worked too. After the other standalone "Chapters", the total sales really took off from 1 mill to over 6 mil by the time they started hinting at GW2. And the reason it worked, is that they pushed themselves into a content crunch to deliver a known quantity. They buckled down and condensed their focus on making just a few things that were really good, with unified currencies/rewards. Instead of a menagerie of fluff that lives too much in the moment. They didn't sacrifice "creativity" to do this, they sacrificed endless jerking around. They accepted a process, and some kind of standard with it. Did they end up powercreeping some stuff pretty badly? ....yes. Was that powercreep ONLY for the Whales? Not at all. These Ascended / Legendaries cleary are however. Along with other "Market Advantages" this thread's asking about.
Eventually that market will become insolvent. Quarterlies showed it was already starting to weaken. Gems wouldn't be endlessly inflating if it wasn't. And not even "Premium Memberships" can save it once it starts to go. And when it reaches that breaking point, they won't have the rest of that uber-important content model from a real Process / Commitment -- to fall back on. It's a downward spiral frozen in time just like Waking Waters, specifically because they heard the popular opinion about expansions and then ignored it so they could keep frittering away at an approach that required a lot less Focus. They only thought about what was more fun for them, not what was more fun for You, ...and I, and all their Gw1 Vets.
Hey ilr, long time no see, haha.
I agree with your premise that A-Net lacks direction right now for some reason or another. Why that is so, neither you or I can really say without some extremely reliable insider information which I suspect none of us are privy to. I just disagree a lot with the notion that an expansion based model is the only way an MMO can reliably release quality content. It did work for A-Net in GW1 and for Blizzard for many many years but the environment's changed for MMOs these days. Your old bugbear Jack "Jackalope" Emmert at Cryptic Studios kind of saw where the wind was blowing after Turbine made it big turning DDO into a F2P game. While Champions Online still isn't a game I want to play and Neverwinter Nights went in a direction I didn't like either, his studio's middle child Star Trek Online is exactly the the content release model that could work for GW2 and seems to be what the upcoming LS2 is trying to pull off. It had a rocky start as a sub game, a rocky transition into a freemium model and then finally reached a point where they had enough focus to keep releasing new replayable content on a steady basis after their first big post F2P release that finally shored up a lot of the stuff that was missing at launch. And they're about to drop the last piece of the post launch puzzle next month as well by replacing the terrible crafting system they had at first with something else. It only took them 4 years to do it, right? How long does it take the average MMO to even out, even the ones everyone here remembers fondly? For us City of Hero vets, I'd say it was at least 2 to 3 years before we had something really solid and there were still bumps in the road after that.
A-Net's issue is definitely lack of focus. But to say that forcing them into releasing an expansion is the only way to fix that is not really too arguable given that we don't know why there is a lack of focus. The example I gave above shows that there are viable ways for them to give what people want without throwing the upcoming content release model out the window before it even shows up. It's still up to them to deliver though. I'm in wait and see mode instead of full out doom.
Posted davadude on 14 May 2014 - 06:31 PM
With your reasoning, they'd be re-running Flame and Frost, Clockwork Chaos, and the Origins of Madness.
This update will begin to show the rebuilding of Lion's Arch (ketchup sauce).
Posted Da-Noob on 09 May 2014 - 08:12 AM
Posted Baron von Scrufflebutt on 27 April 2014 - 07:42 AM
I thought I made it perfectly clear that my GW2 playtime is limited. Not just that, but when I do play, I don't always consider champ-zergs to be the way I want to spend my playtime.
So, if you play that way (limited time, barely any zergs, new characters, possibly alts), as I said, there's a pretty decent chance that you don't have skill points to throw around. Which means that you are stuck with exploration as you only way of unlocking traits.
Now, folks that play this way are already very much limited in what they can achieve in game, so the question is: why is a trait system that additionally limits what they can do an improvement? Why would I argue for a system that leaves me with less skills and less traits and I need to pay more for the ones I do have, over the old one?
By "caring about playing the game" you mean 100% world exploration, personal story and 5 select WvW activities, right?