- Viewing Profile: Reputation: Mordakai
MordakaiMember Since 19 Aug 2009
Online Last Active Today, 06:09 PM
- Group Community Contributors
- Active Posts 8144
- Profile Views 10153
- Member Title Mordakai7
- Age 41 years old
- Birthday October 20, 1973
Sanctum of Rall
Posted Krazzar on Today, 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?
Posted Konzacelt on 25 April 2014 - 03:02 PM
For one thing, as someone already mentioned, this makes it virtually impossible to exclusively play WvW as a new player. That part of it is just wrong.
For another, it does actually force you into certain areas you might otherwise not go. For instance, I recently started a condi ranger just to see what the new system would be like. Using a shortbow is an obvious choice for ranged dps for a condi ranger. For it to be at all effective, I'd need to get both Piercing Arrows and Sharpened Edges. Both of those required me to go to areas I never intended to, my plan was to do all the human areas, and follow my storyline to Orr. Now I have to take a lot more time running around a map I've already gotten world completion on 3 times just to play my toon effectively. Not only that, but now I have to wait until at least level 60 just to have the ability to use Piercing Arrows.
I agree the free respec is very nice, but it would have been better if they had simply added that to the old system. As it is now, I don't really want to even play my new toon because of it. It's extremely frustrating.
Posted Konzacelt on 24 April 2014 - 02:57 PM
- The new system is obviously designed to be in-step with new players as they are exploring the map, I get that. But there's little rhyme or reason to it, it's just randomly assigning objectives with little thought to it. And it shouldn't be tied to world completion, that's making a rather large assumption that you want to see every nook and cranny in Tyria. If you are going to go this route though, a better system would be having the traits tied to the PS. For instance, if you are a Charr and a member of the Vigil, the unlocks should be around Ascalon and Vigil story areas. I also don't think you need to wait until the top level areas of the game to finish this, it should come around lvl 40-50 or so.
- My other issue is the cost for gold unlock for non-new players. I understand there are lots out there who easily come by gold in this game through specific daily tasks, trading, dungeon runs, etc. But there are also those like myself who don't play the game to make any gold. As an almost exclusive WvW player, gold is very hard to come by in this game. Asking an older player to shell out 40g to unlock all traits for a new character hits you hard. I got really lucky last month and managed to get a drop that finally put me over the 100g mark for the first time in this game, and I've played from launch. Since then, it's been slowly dropping though. Why should I have to farm in PvE just to stay afloat, much less equip a new toon?
Posted master21 on 10 April 2014 - 05:28 PM
Every MMO is p2w when we use this strange definition.
You can always, in every freaking game buy account, resources, gear, from other ppl. I can buy WoW account with full everything and win the game. Yupi...
You can't ignore it. You can't just look at "what is legal", because it does not matter much. Money always opens every freaking door. I could even buy whole game if I had enough money and do whatever with it.
Sub based MMO are p2w. You either need to pay more with your time and less with money or more with money less with time. You are even forced if you don't have enough in-game time to pay more.
I could in theory always stop working in real life - so paid amount of my salary and focus in 100% on game. More time = more "win". So p2w.
Every freaking unemployed player is a p2w guy because he/she has too much time. He does not paid this money to game developers, he/she just does not earned it. From player perspective it is the same.
And talking that if something ingame could be bought only by real money is less prestige than something farmed with play time is very strange.
It's just a matter of being jealous. It's less "prestige" because average player can't plain afford it so he just as "jealous response" states that it sucks.