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Member Since 07 May 2012
Offline Last Active Yesterday, 04:19 PM

Posts I've Made

In Topic: Thoughts on the September Feature Pack?

09 September 2014 - 03:22 AM

View PostI post stuff, on 08 September 2014 - 01:10 AM, said:

From what I see people want more frequent updates for more things.

Like a ballsy update to majority of skills for each class, updates to dungeons that change the way they are being done, new fractals, the vague and ever ambiguous "moar content" delivered in one big juicy chunk.

For someone like me, an update to TP is pretty huge but I can say with certainty that lots of people will react with "WTF, still no mounts?!".

But then again, the thing about MMOs is that no matter what you do, nothing will please the vocal community of forum whiners. Some people just play to complain.

TP update is nice but it honestly isn't worth much for someone who is simply bored of the core game. The reason is simple: the main game experience that they are bored of is not altered by the TP change. So even if selling items is now less painful, the game itself is still boring for them. Would you go back to some old mmo just because of slightly altered UI? If you would, then perhaps you shouldn't have left in the first place.

Hell, I'd be embarrassed to even ask a veteran player to return because "we have new TP UI".

I still want to add that I don't think the features of the patch are bad. It's just that they aren't going to cure people's boredom.

In Topic: Thoughts on the September Feature Pack?

02 September 2014 - 07:31 PM

View PostI post stuff, on 02 September 2014 - 05:37 PM, said:

I want that PvP armor. When this update hits, I'll be doing PvP like a maniac until I get the full set* even though I hate GW2 PvP with a burning passion.

* That's if it doesn't clip on my Guard like every single other armor.
Well in that case you can join a farm server. It's faster as well, though I believe there is a daily reward track cap for custom servers / hot join.

In Topic: Thoughts on the September Feature Pack?

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.

In Topic: Thoughts on the September Feature Pack?

31 August 2014 - 05:27 PM

View Postdavadude, on 31 August 2014 - 12:19 PM, said:

One of the developers on Reddit (I think?), claimed something as simple as a party votekick number change (in other words, kicking requires three or four players instead of two), was a big deal and was being worked on for the end of this year or 2015.  With that in mind, the engine may be a bit more difficult to use than we think.
Yes the vote system can be difficult to change as it may take some low level changes. The vote system could be something that was coded to the game during early development. The fractal drops however could be fixed by just altering the way certain vendors behave. Editing vendor tables probably isn't difficult as Anet does it fairly often.

In Topic: (How) Would you recommend GW2?

27 August 2014 - 05:44 PM

I agree with Miragee. Leveling alts in the conventional way is such a chore. It's also so counter intuitive and annoying: you get weaker when you gain levels due to how the scaling is implemented. This can be avoided if you always buy the best green gear avaible to your level, but this is pretty meh as well because then you can't keep your good looks without burning transmutation stones.

Fortunately the game offers alternatives to traditional leveling as you can pvp for level up tomes, buy levels through crafting or use the lvl 20 scrolls if you are a seasoned player.

Personally I loved the model of factions and nightfall where levels existed to keep the noobs in the noob island while they learn the basics of the game. Indeed, I believe that in a good game the levels must serve a purpose. In traditional rpgs the purpose often comes from the progression itself. Say Might and Magic series are all about slowly turning your party of pathetic weaklings into gods. In Eve online the character skills exist to define player roles, to give advantage against other players and to guide rookies.
In Guild Wars 2 however, I really do not know what purpose the levels serve. Leveling past 30 does not really teach you anything new. There also isn't any interesting character progression tied to the levels. I know that people generally like the "leveling experience" itself, but I do not believe that the levels themselves truly contribute to this experience. What if there was some other force than the "will to level up" to drive you to do the events and explore the world?