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Member Since 02 May 2012
Offline Last Active Feb 26 2015 10:42 AM

Topics I've Started

Is GW2 in trouble?

13 November 2012 - 10:37 PM

We’ve all seen the never ending posts about the game being empty, people flocking to other games and countless “this game sucks” posts. The rest of us kept playing the game. Most of us expected the game to lose people as we distanced from launch and the population levelled out. I suspect ArenaNet was on the same page. The launch population wasn’t going to be the active player base.

Only three months in we now see a radical turn around and abandonment of one of the core philosophies of the game, it’s development, it’s marketing and our trust: the introduction of a new tier and the promise of a treadmill.

As we watch Guild Wars 2 mature in its Live environment, we have found that our most dedicated players were achieving their set of Exotic gear and hitting “the Legendary wall.” We designed the process of getting Legendary gear to be a long term goal, but players were ready to start on that path much sooner than we expected and were becoming frustrated with a lack of personal progression. Our desire is to create a game that is more inclusive for hardcore and casual players alike, but we don’t want to overlook the basic need for players to feel like they are progressing and growing even after hitting max level. Adding item progression is a delicate process normally undertaken in an expansion, but we feel it’s important to strive to satisfy the basic needs of our players sooner rather than later.

Aside from being confused on what a dedicated player is (my guild plays for several hours a day, every day and many of us only have one 80 and one exotic set, none of us have a legendary, so her definition of dedicated must be very specific to grinding) the implication is that the game needs something it doesn’t already have. I also thought they wanted us to have exotic gear, it wasn’t supposed to be a long term goal. I am genuinely confused by her reasoning.
How much trouble could GW2 be in that only three months after launch they have had such a dramatic reversal on their stance? That they would betray their core design so quickly with no other avenues trialled, just to keep the population satisfied? I thought Halloween was a success from a population point of view. I was always in overflow and the game was very active. I still find the game to be very active, people running dungeons or playing through content that’s rewarding.

Is there something we don’t know about that has put the game is such a dire situation that this change makes sense? Why would they so dramatically change their design direction if the population or game wasn't in trouble?

World Chests Bugged?

11 September 2012 - 06:45 AM

Is anyone else noticing all the world chests in the game seem to be bugged? I was in Kessex Hills and I heard people talking about a chest in a cave where a giant is chased out by ettin. Once you retake the cave he shares his chest with you, only the people who were there saw that the chest was already open. I did the event a couple hours later and the same thing happened to me. I was later in Caledon Forest and I did the quaggan organ puzzle, opening the clam to the chest, but the chest was already opened. Neither of these chests have I ever opened on any character. I asked about it in map chat and a lot of people were saying they were getting the same thing happen.

Is this a server thing or is everyone having trouble with chests not giving loot?

Invisible Status and Player Location

11 September 2012 - 01:20 AM

Does anyone know if my location in the guild tab and friends list changes when I set my status to invisible? If I don't want people to know I'm online it's not very helpful if my location in the Guild status panel keeps updating. Offline people don't move from Lion's Arch to Malchor's Leap. I know the game displays your location to people in a few different areas,do these things still update on their side of things when you appear offline?

How are we supposed to play this game?

30 August 2012 - 07:02 PM

I just don't get it. I'm at level 57 now and I've been exploring, doing map completion, jumping puzzles crafting and generally just seeing what's behind every nook and cranny but I feel like the game isn't built to support that kind of play style.

One of my biggest problems is loot. It doesn't seem to scale with your level (or only in very specific situations like chests - which rarely drop). I often found I was undergeared when heading into higher level areas because I was gaining levels in lower level areas but never getting any better gear. I ended up in a level 55-65 area with level 26 gear. I can't seem to find a karma vendor that sells armour sets (usually just a chest piece) and the full weapon set vendors like the one in Harathi Hinterlands are far and few between (or I'm constantly missing them).  Another way this becomes a problem is the cost of way points. It seems to scale with your level and not the zone you're in/going to which means while you are getting less valuable loot from low level areas, you are paying more to use waypoints the same way everyone else does. It's really punishing for higher level players who want to play how they were told and explore the world while down scaled to the content. I've seen multiple people refuse to help someone because a waypoint across the map wasn't worth it or refuse to play with guildies because it costs them too much to constantly be using waypoints. Why would I play in a level 35 area when all the loot I get is going to be worthless to me? Why give me loot at all? I know that's extreme, but I feel like if I have to work almost as hard to get the drops, the drops should still be valuable to me, it sucks going through whole zones without finding anything worth using and the heading to a level appropriate zone and being massively undergeared.

Other times I will be in an area which seems to be a dead zone for events. There might be a couple which spawn infrequently, but for the most part you are running around WoW style grinding mobs if you want to spend time there. Sure you can explore, and that's great - I enjoy that, but you won't get any karma and very little loot until you move on. You could end up spending a couple hours in some places while only seeing the same two events. Maybe some of this has to do with event chains which trigger off of the stalled escorts (there seems to be a broken escort in every map, Fort Aspenwood turtls anyone?). Am I supposed to grind mobs to experience content? I was under the impression I was supposed to be playing DEs, and I want to, but some areas I want to play in seem to be devoid of them.

The dungeons. I've only done the Ascalonian Catacombs story mode and I did it while overlevelled, but it seems to give pretty bad loot. The time spent in there is a fair bit (especially as the first dungeon in a game with a newish combat system causing bad groups) but the loot is pretty ordinary. Better loot can be obtained from WvW. I also found most of it was underlevelled for me and the chest only gave me blue items - there are several much easier to complete events with far better loot. I haven't seen anyone looking for explorable mode for any dungeon (some people early on, but not any more) so I've had no chance to do it. I also don't understand why there is no dungeon group finding tool when the dungeons are not even in level appropriate zones. It's not like people are going to be questing nearby and can easily form a group in map chat. Generally when you ramp up the difficulty and make people go out of their way to form groups and travel across the world (a bigger feat than it sounds) you don't give less rewarding loot than the content they can easily complete nearby. I get it's about the story and the challenge, the experience, but I I don't think any of that invalidates the importance of good loot from a dungeon. People slay the dragon for it's gold, not to smell the roses in his cave. I love exploring new content and playing through things, but I also think a game about progression should include progression in most of it's systems. I don't mean a gear tredmill, but at least let people get level appropriate gear from content they are playing and if the content is hard and time consuming I don't see anything wrong with making it similair to the stuff you buy from karma vendors.

Why don't karma vendors scale the way weapon and armour merchants do? It would be an awesome way to keep the content of lower level areas relevant and players can still get good gear for their level. There aren't enough chest in low level areas for loot to be relevant to high level players either. It would also be nice if waypoint costs weren't so high that they drain your money and active as deterents from playing with others.

It just feels like the game isn't designed to support people who are down levelled but still progressing through the game. I also dont know why it's so hard to find useful items from karma vendors. This kinda turned into a rant about loot but hopefully people can see what I mean when I explain my play style and then it ended up with me wearing terrible gear for my level. I suddenly asked myself why was I spending so many hours going for map completion, exploring, dungeons, events and playing with guildies if I was going to end up undergeared because of it? It seems like the game favours the tradtional level in each zone, progress as you level up and everything is fine while others are rewarded less for exploring and completing.

PSA: Claiming Your Name

24 August 2012 - 07:36 AM

Just a quick bit of info for those who don't know, when attempting to claim your name, the beta client seems to have a lock out on character creation if you try to create a character with a name already taken too many times.

For example, during BWE3 I tried to create an asura on day three. I tried multiple easy to think of one word names and all of them were taken. I don't remember how many consecutive attempts I made, but after about eight I was locked out of creating a character for about five minutes. If the next choice I made was also taken, I was locked out again. I think it's to prevent people from spamming the servers and crashing them at launch, but I wanted to make people aware before launch. It could be really sucky to go for some hard to get names, get locked out and have all your other names taken in the next five minutes. It might be worth taking easier to get names if you fail after four attempts.

I don't know if this will be the case at launch (or even if it was unintended or specific to me during the beta) but I thought it was worth letting people know about it.