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RandolfRa

Member Since 07 May 2012
Offline Last Active Jul 22 2014 07:53 PM

#2332427 Help me pinpoint this...

Posted MCBiohazard on 16 July 2014 - 08:53 PM

View PostUkerric, on 16 July 2014 - 01:01 PM, said:

Yes, and some of us consider this to be worthy of a separate game. If you are going to be the hero of your own story, then why not. Let's have your story. But why should this story be in a MMO format when the whole type of storytelling literally screams for a single-player game?

My beef isn't really that they attempted a single player roleplaying narrative, that was the whole appeal of the 'personal' story after all. I just think they made a huge fundamental single player roleplaying narrative mistake by trying to shift the focus of that narrative away from the player onto a NPC who should have been there to support said player instead of the other way around. I'm repeating myself again but no NPC should ever overshadow the player in a story that is supposed to be about the player. They can be more powerful or more influential but their purpose in the narrative should ultimately be to develop the player, not the reverse.


#2331857 GW2 has a content, not a feature problem.

Posted Alleji on 13 July 2014 - 05:24 PM

GW2 will always have a content issue because of the way it is designed.

Game has no replayability, so whatever content they put out is going to be played through quickly and left behind and it's impossible to produce content faster than players will go through it if there's no replayability. The worst part is that the content they already produced in the past isn't even there anymore for new players or players who took a break.

I don't think it's even possible to create content with high replayability value ("endless grind" doesn't qualify) in GW2 without overhauling the core of the game. It just wasn't designed that way and changing it now seems way too late. It needed to happen in 2012.


#2331713 ArenaNet to "address [...] the dominance of Berserker/DPS"

Posted Ship Soo on 12 July 2014 - 02:37 PM

View PostFeathermoore, on 11 July 2014 - 02:09 PM, said:



You don't have to have a threat system to make tanky gear viable, or even necessary.

EVE has no threat system but has tanky "gear" that you have to balance in with your damage "gear." Both in PvP and PvE you had to rely on the same cripple/disable system with jams/webs with logistics or local tank. Even with logistics you had to build in some tank balanced with your damage and support systems. EVE ships are actually quite close to GW2 in design methods except that each individual ship is specialized. Damage and tank systems were equally as important.

TSW, even though it has a threat system, still requires dps/healers to consider their gear. In TSW there are no classes so your gear defines pretty much everything about your character "class" along with your skills and passives. You can't go into a nightmare dungeon with 100% dmg gear and only extremely skilled players really are effective with an 80/20 build. Most people run a 70/30 or a 60/30/10. Tank gear (health being the primary stat) was important to place on offensive and support characters, they just have less of it than the true tank (who also can't go 100% tank gear). TSW even has the same dodge system GW2 has except that you have to use it to reposition instead of just going "Yay, let's roll through fire!"

There are two design decisions that make defensive gear viable that you can see in these games. GW1 and EVE both have PvE designed to reflect PvP strategies as much as possible and have removed the tank to replace it with support classes/skills. In GW1, peeling, kiting, positioning, prot, and body blocking were the main defensive strategies. EVE's PvE system works the exact same way PvP does with the AI even switching targets in a coordinated manner. Kiting, speed tanking (dodging), peeling, and capacitor management rewarded player skill but you couldn't expect to survive without balancing tank and damage gear.

EVE also exhibit the second design difference that really allows this to develop. Fully customizable gear. Every piece of gear has a single function in EVE. A thermal resistance hardener increases your thermal resist by X. Kinetic increase kinetic by the same X. Just a full hardener increases all resistances by Y. Most importantly, EVE's stat gear (resists, speed, signature, damage, range) works on a percentage system that causes diminishing returns. This is critical to the gear system since a 3rd mod to the same stat has minimal impact and a 4th does practically nothing at all.

TSW takes this even further and is more directly applicable to GW2. Green gear has multiple base stats. Health, attack power, hit rating, crit rate, healing power, etc. The green items (early game) have two or three of these inherent to the gear itself mixed at, you guessed it, 70/30 or 60/30/10. You then add glyphs and signets to the slots to increase stats further and/or add unique effects. Blue gear and purple gear have a single stat that is much higher than green. A green talisman may have +60 attack rating +30 hit rate + 125 health. A blue/purple would have +900 health OR +125 attack power etc. You get a 30% boost when you move from green to blue (maybe 10 from blue to purple) but the gear now has no stat tied to another. You choose your exact ratios and then add glyphs to tweak them further.

GW2's PvE AI design (GW2 AI is abysmal), gear design (restrictive, low customizability with preset stat combinations, and rewarding stacking of the same stat), and the invulnerability in the dodge are what prevents gear choices from being truly meaningful. Changing the gear stat system to be like TSW's or revamping the AI and removing the dodge invulnerability would fix it. The issue being that changing the game is designed around the invulnerable dodge so you can't remove it at this point. Armor customization to the level of TSW is not really casual friendly, but TSW tried to alleviate that with the differences between green and blue armor. Changing the customization level is also a massive system change; possibly prohibitively massive.

The problem is DODGE.

When you can be invincible (with proper timing) and have 100% glass cannon, why would you not?

No amount of gear theory crafting alterations, or fancy changes to traits, will make one iota of difference until the immunity button is removed.

The other half of the problem is dumb AI. When you  can stack in the same place every single run and time your jumps with a metronome (a la CoE)....why even worry about mitigation. Dungeon runs are so completely boring and repetitive it's amazing.

Berzerker meta won't change until the underlying game mechanics change. Period end of story


#2331659 ArenaNet to "address [...] the dominance of Berserker/DPS"

Posted Feathermoore on 11 July 2014 - 05:35 PM

View PostNikephoros, on 11 July 2014 - 04:00 PM, said:

The former isn't going to happen even if it were desirable.  The latter isn't desirable even if it were possible.  For each skill clicker who wants to wear tanky gear for the heck of it, there is a person who understands that dodging effectively is a measure of skill and experience.  You're talking about solutions to a problem that not everyone universally agrees to be a problem, in fact, the concept that you can wear glassier gear the better you get at the game is a selling point.

This does nothing to rebut my statements. My previous post already addresses these points. I already showed why this is unaffected by the change or acknowledged that something was impossible. I think you read what you expected/wanted me to be saying, not what I actually said.  TSW's dodge system and gear customization system is the same as GW2's in regard to rewarding skill and allowing you to slowly get glassier as you get better. Except that it is even better at that than GW2's system due to base design and flexibility. GW1 and EVE show how you can "tank" without a threat mechanic in a way that requires more skill than an invulnerability button does and is just as active.


Here is my main statement. Nothing you stated has any relevance to proving that statement wrong. My statements aren't even limited to "tanky" stats. It is true across the board with everything, even in making pure glass DPS gear builds more variable.

Quote

You don't have to have a threat system to make tanky gear viable, or even necessary.



#2331638 ArenaNet to "address [...] the dominance of Berserker/DPS"

Posted Feathermoore on 11 July 2014 - 02:09 PM

View PostNikephoros, on 10 July 2014 - 03:07 PM, said:

Like Threat generation and taunting?  I see where this is going...  have you ever considered just playing Wildstar?  I mean, it seems like that is what you want the game's combat system to be like so why not do that?

You don't have to have a threat system to make tanky gear viable, or even necessary.

EVE has no threat system but has tanky "gear" that you have to balance in with your damage "gear." Both in PvP and PvE you had to rely on the same cripple/disable system with jams/webs with logistics or local tank. Even with logistics you had to build in some tank balanced with your damage and support systems. EVE ships are actually quite close to GW2 in design methods except that each individual ship is specialized. Damage and tank systems were equally as important.

TSW, even though it has a threat system, still requires dps/healers to consider their gear. In TSW there are no classes so your gear defines pretty much everything about your character "class" along with your skills and passives. You can't go into a nightmare dungeon with 100% dmg gear and only extremely skilled players really are effective with an 80/20 build. Most people run a 70/30 or a 60/30/10. Tank gear (health being the primary stat) was important to place on offensive and support characters, they just have less of it than the true tank (who also can't go 100% tank gear). TSW even has the same dodge system GW2 has except that you have to use it to reposition instead of just going "Yay, let's roll through fire!"

There are two design decisions that make defensive gear viable that you can see in these games. GW1 and EVE both have PvE designed to reflect PvP strategies as much as possible and have removed the tank to replace it with support classes/skills. In GW1, peeling, kiting, positioning, prot, and body blocking were the main defensive strategies. EVE's PvE system works the exact same way PvP does with the AI even switching targets in a coordinated manner. Kiting, speed tanking (dodging), peeling, and capacitor management rewarded player skill but you couldn't expect to survive without balancing tank and damage gear.

EVE also exhibit the second design difference that really allows this to develop. Fully customizable gear. Every piece of gear has a single function in EVE. A thermal resistance hardener increases your thermal resist by X. Kinetic increase kinetic by the same X. Just a full hardener increases all resistances by Y. Most importantly, EVE's stat gear (resists, speed, signature, damage, range) works on a percentage system that causes diminishing returns. This is critical to the gear system since a 3rd mod to the same stat has minimal impact and a 4th does practically nothing at all.

TSW takes this even further and is more directly applicable to GW2. Green gear has multiple base stats. Health, attack power, hit rating, crit rate, healing power, etc. The green items (early game) have two or three of these inherent to the gear itself mixed at, you guessed it, 70/30 or 60/30/10. You then add glyphs and signets to the slots to increase stats further and/or add unique effects. Blue gear and purple gear have a single stat that is much higher than green. A green talisman may have +60 attack rating +30 hit rate + 125 health. A blue/purple would have +900 health OR +125 attack power etc. You get a 30% boost when you move from green to blue (maybe 10 from blue to purple) but the gear now has no stat tied to another. You choose your exact ratios and then add glyphs to tweak them further.

GW2's PvE AI design (GW2 AI is abysmal), gear design (restrictive, low customizability with preset stat combinations, and rewarding stacking of the same stat), and the invulnerability in the dodge are what prevents gear choices from being truly meaningful. Changing the gear stat system to be like TSW's or revamping the AI and removing the dodge invulnerability would fix it. The issue being that changing the game is designed around the invulnerable dodge so you can't remove it at this point. Armor customization to the level of TSW is not really casual friendly, but TSW tried to alleviate that with the differences between green and blue armor. Changing the customization level is also a massive system change; possibly prohibitively massive.


#2331086 GW2 has a content, not a feature problem.

Posted Conkers on 07 July 2014 - 05:19 PM

So a game that after 18 months (or whatever it was) announces that you will finally be able to re-spec on the fly as some kind of triumph, has great features... When that along with build templates is in many MMOs from launch or within the first 6 months, right... I'm off to move my UI around to where I like it on the screen, oh wait...


#2331122 GW2 has a content, not a feature problem.

Posted Hybarf Tics on 07 July 2014 - 10:20 PM

Even if the game has a content problem, rejoice we had a full quarter of a map added on the first. :o


#2331083 Would you pay?

Posted Conkers on 07 July 2014 - 05:06 PM

View Postsegadomcast, on 19 June 2014 - 08:44 AM, said:

Any game with a sub fee will ALWAYS impose some form of a treadmill, or carrot-on-a-stick mechanic to keep you grinding at something.

Not really, the grindiest MMOs I have played by far have been F2P ones, which have grind in order to "encourage" you to use the cash shop. GW2 itself is far more grindy in many respects than typical MMOs, if I want a full set of ascended gear it takes ages to get the crafting mats, I've geared characters in full raid gear faster, and as for legendary weapons I won't even bother grinding gold in the most tedious of content is akin to some Korean MMO...

View Postsegadomcast, on 19 June 2014 - 08:44 AM, said:

As consumers, we can only vote with our wallets and this is something I refuse to ever vote for.

Yet with a sub game players have a far bigger impact if they choose to vote with their wallet, where as F2P, or B2P, they already have your money, and then in game typically much of their income then comes from a minority of "whales" rather than spread across the userbase as a whole, so you have them serving a minority interest rather than the majority.

View PostHaggus, on 16 June 2014 - 02:15 PM, said:

What would you have to get to sub for the game?

A higher quality game.

GW2 whilst has some nice things lacks in many ways - it is very buggy, they are very slow to fix bugs, there is a lack of variety in content in all areas, PvE lacks outside of "casual", 2 years in PvP still only has one game mode, etc, one of the things WoW generally did well was cater to many types of player, there were various tiers of PvE, so everyone from casual to hardcore raiders had something, lots of types of PvP, etc.

They would also have to address the fundamental flaws with various aspects of the game that they basically ignore, e.g - make PvE more interesting in terms of other builds outside zerker, in WvW do something about coverage, blobbing, etc.

And finally they would need to improve their service when it comes to things like hackers, plus be far more open and transparent, and please no comments about the "rude" playerbase, the best MMO community by far was LOTRO, the devs were transparent, they wrote diaries detailing why they did X or Y, that openness was part of the reason the game had the best community, and on the other end of the scale, LoL has an appalling community yet Riot are far more communicative and open about things like balancing than the amateurs at Anet.


#2331089 So I come back and I'm Perma-Banned.......

Posted ilr on 07 July 2014 - 05:20 PM

View PostMisterJaguar25, on 06 July 2014 - 05:51 PM, said:

Probably, just find it odd since I have virus protection. Tho, I've still gotten viruses, but they've never been on my computer for more than a day. A hacker must've slipped in one of those times. Slippery little bastards :(
Actually, the most likely source was some other games/website's Pword database was hacked and they found a name/Pword similar to yours or one you'd made yourself. This happened to a friend of mine 1 week after GW2 launched.  They guessed he was a WoW player who'd use the same Creds again here, and got his pass from some easily hacked wow place. The real kicker was he was a Website Administrator himself who shoulda known better.  It's less likely there was a key-logger ON your own computer if it got hacked into while you weren't even logging in. Maybe instead you had been doing something more dangerous like DL'ing lots of PirateBay warez or free porn somewhere that's always guaranteed to be loaded with trojans.  ....or just surfing sites that have too many 3rd parties without a Script Blocker because that's all it takes sometimes.   ....And if there WAS a trojan installing a logger, then it's probably still there RootKitted deep down where crappy commercial Anti-Virus won't pull it out.

It's mostly circumstantial evidence to go off of, I admit -- but I've never had any account stolen of any MMO I play b/c I've always had Java disabled/blocked and I follow the "Long Passes are better than short Numbery ones" and don't use the same passes for social media I use for game account.  How confident AM I that this is all it takes?  .... y'know that annoying Firewall thing everyone's supposed to have?  I don't.  I just blocked certain ports/UDPs and wireshark when I suspect a listener. Either luck has been on my side for 15 years, or it's actually all you need for "security".  It's like getting the flu, the easiest way to deal with it is not to be exposed to it in the first place. (which I haven't gotten in over 20 years)


If it's any consolation;  you're not actually missing anything right now :zzz:


#2330786 What can I do that's fun?

Posted Epixors on 04 July 2014 - 10:17 PM

View Postilr, on 04 July 2014 - 06:17 PM, said:

+1 to mumbl / teamspeak  & friends making tedious / impossible content a lot more fun.  Even if they have to Carry you through most of it.  Some of them might actually feel MORE accomplished if they have to carry a non-zerker.

  Or you could do what I do and run Valkyrie + Precision Food & Perma Fury  while letting people just assume you're running Zerker.  They're practically the same thing when you consider that only dieing in 2 hits instead of one makes up for your teeny tiny DPS shortfall.-- IOW: Most zerkers like to pretend like they NEVER get downed. They tell you it ALL the time in forums, mapchat, teamchat right before they kick you for being a dirty Soldier/Knight pleb. BUUUUT....  I've run plenty of Speedruns (b/c I had old-fart privilege status from doing tons of speedfarms in Gw1) with those same people who said exactly those misleading egotistical statements in the Zerker-Forum, err, Dungeon Forum.  The dirty secret was that they'd all go down atleast 2-4x when luck wasn't on their side or they weren't using Exploits. And the reason they always stealthed past Silver mob cluster ****s was because they couldn't stand and fight in that much chaos anyways without being downed even more than they were against the single big bosses with those nice slow predictable attack intervals.  So basically the the whole Zerker thing is 100% based on Theory-Crafting only and anytime you see YouTube videos of it going Perfectly without a hitch, it's either because of really careful editing, or them doing take after take to get it perfect just like Hollywood does.  Either way it's 100% fantasy.

Anytime it works perfectly > than 90% of the time, is because they were doing content that wasn't "hard" to begin with

Or you could dodge.


#2330636 Have ANet responded to weapon/skill criticism? A question about ANet transpar...

Posted ExplosivePinata on 04 July 2014 - 03:14 AM

I think f you find the skill system boring you need to bail asap. The trait update is mundanity in a nutshell.


#2327747 Have ANet responded to weapon/skill criticism? A question about ANet transpar...

Posted Arquenya on 12 June 2014 - 07:32 AM

View Postpumpkin pie, on 10 June 2014 - 01:48 PM, said:

weapon skills compare to a graphic anomaly is a huge different, i am pretty sure they are working on something, we just don't know it. that's all.
Well .. at least they changed things like account wide unlocking of dyes and removing magic find gear. Which are good.

But yes, I agree the weaponskill system is rather limiting. For each class there's only a few good combinations - and the rest is hardly ever used because the corresponding skills are subpar. Effectively reducing the number viable options to about ~20% (if you're lucky) of what's avalable.

This is clearly a design flaw. It would be nice if you had, for example, 2 or 3 skills per weapon/slot to pick from so every weapon build could be equally effective. Of course there will still be a limited number of highly effective skills but at least you can actually use every available weapon combination, most of which are redundant at the moment.


#2330603 Have ANet responded to weapon/skill criticism? A question about ANet transpar...

Posted Haggus on 03 July 2014 - 11:06 PM

I think part of it is, looked what happened during the time they were working on GW2.  Remember Tabula Rasa?  Warhammer Age of Reckoning?  Age of Conan?  Three big name games, Two with great IP and one by the guy who gave us friggin' Ultima Online.  Two failed miserably and one barely saved itself by going FTP.  All happened around the same time they were starting work on GW2.  I think they took heed and said, "Let's make sure the game is ready before we release it.  Let's give as little out as possible, so one, players will be surprised, and two, the bloggers won't have anything to tear apart."  

There are times, however, when you need to get input from players, and not be afraid of people complaining.  There is an old saying: a happy sailor is a bitching sailor.  If players are complaining, it means you are getting enough right that they feel passionate about the game, and want to point out these things so the game can continue to be successful.  I'm sure the guys at Rasa and W:AoR wish they'd had half the griping populace this game has.

They need to have a better head of PR: one of the devs, maybe, to pop on and just let people know they aren't being insular.


#2330594 Have ANet responded to weapon/skill criticism? A question about ANet transpar...

Posted mythil1984 on 03 July 2014 - 10:21 PM

View PostGalphar, on 07 June 2014 - 04:18 PM, said:

A-net was very open during GW. You would have Gaile Grey show up at least once a week in LA (or Kamadan later) and talk with the community. It was a great way for the players to voice their concerns or give praise about the game. With them now having "Official" forums, it's not surprising that you don't see any ANet people ingame doing discussions like in GW.

The surprising thing is the lack of communication on the "Official" forums. Seems only way to even talk to someone from ANet now is to put in a support ticket and hope you get a real person to respond and not a form letter telling you the problem is taken care of.

People don't really want to use the main forums as, well if you say one bad thing about Anet or GW2 on the official forums, a totally legitimate comment it'll get removed and you will get strikes on your account. They don't want anyone saying anything bad about the game, it will just get removed and the poster and replies punished.


#2326337 Have ANet responded to weapon/skill criticism? A question about ANet transpar...

Posted Lajm on 05 June 2014 - 09:13 AM

Hello!

I rarely visit the forums but I have seen after a bit of searching that I'm not the only one who finds the skill system very boring and static. I have found a lot of threads on different forums where people agree on this, but no word form ANet.

Have ArenaNet ever "answered"/"acknowledged " these complaints. Not that they must instantly "fix" it because some people don't like it. But I'd hope that they would at least say either that they will look in to it and "fix" it, or that it's just what they want it to be and i'ts not going to change.

And from a bigger perspective, are the GW2 devs transparent with what they are doing, and are they "interacting" with the community?