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RandolfRaMember Since 07 May 2012
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Posted lalangamena on 04 October 2014 - 10:43 AM
( if the endgame is cosmetics then the gemstore is definitely a p2win system) and then leave for a newer game.
the full maps are just an illusion created by the megaservers.
Posted rukia on 03 October 2014 - 12:45 PM
Dear God, I thought the WoW forums were bad back in the day, I never imagined PvP EVE forums.
Agreed. When I was burned by Warhammer Online, I just divested myself of it. I did not bother logging onto WAR websites when the game was still going for months afterward complaining at people who were still playing.
Now, that's not to say I did not (and still do) bring up WAR as an example of truly terrible, wretched game on MMO sites like Massively, but as you said, I find I have better things to do with my time than troll forums with bitter posts at players who do not share my viewpoints.
However I would be lying if I did not admit to making one short, parting post on the official WAR website when the announcement of the game finally being shut down. It reminded me of this scene from Firefly:
[standing over his wounded opponent, refusing to kill him]
Mal: You know, they say mercy is the mark of a great man.
[stabs the man]
Mal: Guess I'm just a good man.
[stabs him again]
Mal: Well, I'm all right.
STOP. I cry every time I am reminded of fireflies cancellation.
OT: I only post when I am currently playing, which is not often lol. The game is just stale.. I need raids or new skills... something, anything. I've been waiting for the new WoW expansion so I will be here a bit. Whenever a game runs out of content I usually just head to pvp, but it is so atrocious in GW2 being 1 map only and the same BS builds 24/7.
Posted Kymeric on 23 September 2014 - 03:52 PM
Still, I lost hope for that to be added. There is no information for future plans too.
Based on the recent development track record and the things they have said, I am pretty confident the new precursor system, if it ever arrives, will be heavily achievement based.
Making new checklists is so much easier than making new content, and seems to suit a portion of the player base just fine.
Posted Miragee on 26 September 2014 - 07:23 AM
Let's be honest, this community would generally be complaining about anything Arenanet did, justified or not, just as pretty much every MMO community would. It really muddies the waters if we try to discuss whether this patch is particularly controversial.
Go check out the PoE forums then. There are usually some people complaining and I myself also speak out if something isn't in line. But generally the tone is mostly positive about most featuress/content added to the game. I know it's not an MMO but it is an online game with a community so for this case it's the same. The reason for this is simple: The shit storm doesn't directly come from the announcement/features but from the general satisfaction of the community. If the community feels that the devs care, that the state of the game is rather solid and in general deliver good features/content that help the state of the game then they are more likely to forgive mistakes and bad additions (GGG in this case also fixed/reverted a lot of bad changes immediately if the community didn't like it). If however a game has a poor state and the devs deliver next to nothing and when they do it's usually crap together with a terrible attitude towards their playerbase then it shouldn't surprise if the community cracks at every single mistake the dev's make: Because they are generally unstatisfied with the devs and the situation.
Posted Senatic on 22 September 2014 - 03:42 PM
And one more thing - when someone is satisfied with the game and its content, it doesn't mean (yea it really doesn't) that he/she is stupid or anything like that.
Thanks for that incredibly useless generalization over people you know nothing about, have never met or asked whether or not they're bored with gw2. Surely this was of much constructive use.
Maybe you should stop playing instead? Cus I dunno [insert random generalization about players here].
I'm sorry but as far as I'm concerned anyone who tells you you should stop playing something without any knowledge about your feelings or thoughts on the game in question should just stay quiet. Forums are about discussions, if we are not allowed to express criticism without hoard of white knight fanboy's rushing us telling us to stop playing if we don't like something then this whole place has lost its purpose.
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 Shayne Hawke on 18 September 2014 - 01:21 AM
Even as far back as the days of Prophecies, this kind of attitude existed. As some pointed out in the open letter threads, GW was a game originally designed as a PvP game that had a PvE experience meant to lead you to that PvP. Instead, it was found that many people bought the game for the PvE experience and strayed from doing any PvP. Instead of using later campaigns or expansions as a way to reconfigure or reinforce their game to fit this original vision, they caved into the larger PvE crowd that wanted to buy their game for that experience and spent more time and effort towards them over their PvP crowd for which they had first made their game. The purpose was to push more boxes, get more people to buy the game so that more money can be made to make new campaigns and new expansions with bigger and more intense PvE experiences. I say this from the perspective of someone who was in that PvE crowd, having never spent any serious time in GvG or HA, but it always stuck with me how players, major PvPers in particular, would say that this game that they got into for the PvP was being left neglected for a crowd that the developers didn't intend to serve so well.
The most popular sighting of this disconnect comes from the ever-so-popularly-cited manifesto for GW2. When some person or group releases a manifesto, it gives the impression that it means something. It's making a statement about what kind of beliefs are held by those people or that group, and the expectation is that those beliefs will be followed through on. Whenever ANet does something that strays from that message, people point back to it and say, again and again, "What did this mean to you? What was this supposed to mean to us? Why do your actions not seem to follow your words?"
It's because ANet has zero design philosophy. There are no central tenets to anything that they develop that I can recall them sticking to, except for, "our games will have no subscription fee," and, "we have an iterative development process." The first one has a little bit to do with their games, but much more is about their business model, and they will in fact change anything in their game to serve this model (as in, get more people to buy their boxes). The second is just a fancy way of saying, "we work on things that we find are broken or don't work," and, "we are always working on developing something," which are just givens in any industry such as this where you can modify the product/service you provide the customer (i.e. every business ever). Everything else that they put out is at risk for being "iterated" upon to serve the purpose of selling more boxes. Nothing ANet says about how they're making their game or what direction they're going in can ever be trusted (long-term) because none of it is ever set in stone, for that very reason. This kind of flaky approach might be good for making them a great business, but it doesn't allow them to put together a good game.
Here is a post by Regina from six years ago, in response to the second open letter:
Regina Buenaobra said:
I'm going to address the points you made under your section, "So what can you do?" because they are areas that we're currently taking action on and/or seriously exploring for the immediate future.
One of the underlying points that I'm getting from your letter is that you want more transparency. One of your points is the need for players to understand why the developers make the decisions they do. We recently started making major Dev Updates, which explain the rationale behind changes made to the game, more visible to the community at-large by including them in News Posts on the official website. Not everyone reads fan forums or wikis, and this was the reasoning behind making Dev Updates more visible by linking to them more frequently in News Posts.
We are exploring other ways in which we can communicate developer design decisions to the community. I have been discussing this issue with players, and several have suggested creating a Developer Blog, in which various staff at ArenaNet could post and give their insights into the design process, amongst other types of content. I have been soliciting and collecting feedback on what sort of content players would like to see in a Dev Blog.
Another point you made is regarding the collection and organization of community feedback. The design team does regularly consult with and solicits feedback from experienced and knowledgable players. I and other members of the team are accessible through our wiki pages and through PMs on the forums as well. I and the other members of the community team have been communicating with players through email, forum PMs, in-game, on the wiki, and in the forums at large. However these discussions are dispersed through many different mediums and there is no single, unified place where feedback is visibly given and read.
Forums can be a great place for discussion, they are not necessarily the best place for organizing feedback in such a way that people (players and devs) can easily find it, search for suggestions that are the most popular, or figure out which pieces of feedback rank highly in terms of importance to the community.
The official wiki, which is another place where we view, discuss, and solicit feedback, is a great place for documentation, but it's not conducive to discussion, search, or ranking in terms of importance/popularity.
We're currently exploring ways in which we can use technology to collect feedback in a more intelligent and visible way. If you have any suggestions, please let us know.
I can assure you that our team has a strong goal for what we want to accomplish with Guild Wars 2, and hopefully we can get this across in future communications.
It's frightening how much this mirrors recent events with the push for the NPE in GW2. The concern for the gameplay being dumbed down, the efforts by the devs to become just a little more transparent on what they're thinking, the downplaying of criticism from any one source because, "we look at feedback from many places, so your specific concerns here can't be that important," avoiding direct communication with or giving answers to troubled players by redirecting them via PR speak to pretty blog posts and videos, it's all here. In particular though, I and my past self both liked that second to last line.
"I can assure you that our team has a strong goal for what we want to accomplish with Guild Wars 2, and hopefully we can get this across in future communications."
If your efforts to communicate this were to make an official forum thread where devs can circlejerk with random passersby, congratulations.
Posted Phineas Poe on 12 September 2014 - 03:54 PM
Whine but i dont see ideas to fix it.
I think we've given a pretty good summation of the problems of Guild Wars 2's endgame and how to fix them, actually. If they choose not to implement anything like it, that's fine. I'll be happy playing ArcheAge (on Kyrios West) until they do, alongside digging through my backlog until Everquest Next releases.
But thanks for the valuable input.
Posted AsgarZigel on 09 September 2014 - 05:24 AM
I think if they bunch up these updates into a single feature pack, they really need some new feature that gets attention, though. Like Precursor crafting or new skills / traits.
Posted Alex Dimitri on 08 September 2014 - 06:22 PM
Anet`s fixation on Living Story made GW2 so underdeveloped game, 2 years Live and we only got two tiny maps to actually expand the world of Tyria !!!
Shame really if you take in consideration that every LS they bring doesn`t give more than 30 - 45 min gameplay and certainly do not bring anything close to challenge why they are so fixated on it ? ? ?
Anet repeat`s over and over that it`s listening to playerbase but their actions speaks different........
For me it`s really simple i supported every game i played with ($) of course when i was satisfied with what they bring to the table, i have GW1 (complete) and i spend over that just to say i`m happy !
GW2 will not see a penny from me simply because i do not want to pay to craft damn things, and do world events over and over again, dungeons are not rewarding (i don`t and i never did run dungeons for coin on the end of it) fractals are same, WvW is stale because you always know winner (even before start) sPvP has only one mode (which is totally silly) and list goes on.......
If Anet want me as happy camper (and i guess i`m not alone on this) here`s few hints:
2.Guild Halls (home instance sucks big time)
3.Hard Core dungeons (possibly raid party`s)
4.More sPvP modes (use your imagination)
5.Balance game (giving meaning to any other build besides Berserker ) note:this doesn`t mean nerf Zerker more !!!
6.Open new zones (large chunks not some crappy little maps with silly achievements)
7.Rework reward system (getting blue/green item after investing 2hrs in let`s say Fractals is bitter disappointment)
8.STOP with crafting everything (crafting is usually the most boring part of any game, and no matter what you craft (Legendary) it wouldn`t make you happy as you actually getting it as a DROP !!!
Posted Konzacelt on 30 August 2014 - 05:42 AM
Whoa, whoa, whoa.
So...if like 80% of the devs are new blood, but 20% are old, that still counts as the same devs??? You need to work for politicians. I get that Izzy was entrenched in skill balancing...that was his job. But to say that no one else, above below or even with him, could have a say in the exponential skill power creep of GW1 is silly. He obviously had balancing issues, how he kept that job is beyond me. And to reward him with more responsibilities for the "next gen GW game" doesn't reflect so much on the core GW team as it does on the GW2 crowd.
I really don't know how you don't see that given GW2's skill meta.
Posted Phineas Poe on 02 September 2014 - 04:24 AM
Yes, the LS1 began with hammering signposts and ended with an open-world group-coordinated raid boss. When the LS2 was announced, we expected that it would build on the content we saw from January through March (Wurm, Marionette, Scarlet). We did not expect that we would be metaphorically going back to fixing signs, especially since they took four months to prepare for this season.
When taking under consideration what they got done on two month cycles, we did expect a couple new zones and some new dungeons or a raid boss. Of course, we all expected the first few releases to be a slow burn that would pick up, but we are now halfway through S2 of the Living Story and we are no closer to fighting Mordremoth than we were back in March. We have one zone, similar to Southsun, where there is nothing to do there unless you care about the zone-specific rewards. And while everyone is sitting and waiting for more new zones and possibly a dungeon or two, they make us spend an entire month running around cities and talking to NPCs instead.
And our outrage is "unreasonable?" I get it that you haven't really been around much the past year, but as someone that has, and as someone that has been relatively active this is the poorest showing of support for this game I've seen. They've taken more months off from PvE updates than they have actually delivering content, and what content they've put out has been woefully inferior to what we got at the beginning of 2014. Now balance patches only occur every six months, and all WvW is getting in this feature pack are new traps and siege golem mastery.
A very stark trend is developing, and it's not a very pretty one.
It was acceptable that the LS1 was slow to start in large part due to the fact that the game was still new. Fractals and Guild Missions were what took up the majority of our time, and a lot of players still hadn't gotten a legendary yet. A lot of the game's content was still fresh, and most players hadn't gotten everything they'd wanted yet out of WvW and PvP. It was acceptable for the LS1 to suck to start because there was enough to do in the game even without it; and it's why despite the fact that most releases of the LS1 were mediocre that people like myself still regularly played the game three to four days a week.
But dungeons, fractals, and guild missions aren't fresh anymore. WvW and PvP haven't gotten any real hardcore overhauls outside of WXP and rank point changes. And what new content we've gotten has pushed those gametypes in the wrong direction (Skyhammer, Edge of the Mists). It's also important to mention that there wasn't a four month gap where we got literally nothing at any point before the LS1 began.
We expected that the feature pack was going to implement some of these overhauls just in the same way the April feature pack redefined the game in a lot of ways (wardrobe, account-wide legendaries and WXP, etc.) but instead we're getting commander colors and a crafting UI overhaul. Yay?
I'm really glad we're taking another break for that.
You said the Dragonsreach was the type of content you've always wanted, but it was by and far one of their worst content releases to date, LS1 included. Part 1 was nothing but a series of conversation pieces separated by open world fetch/collection quests. The end boss fight was even a recycled boss fight from the starting charr instance. Part 2 was hardly any better being mostly dialogue. The end boss fight, granted, was enjoyable, but ten minutes of quality content is hardly something we should be happy about.
There was absolutely no reason why the Dragonsreach should have been spread out over a month anyway.
You can't compare the rate at which content was shipped in season one with the rate at which content is being shipped during season 2 without knowing the development process which brings me back to my main point.
Actually, we did know the development process. They were very forthcoming about that and they still are. The LS1 had 4 teams of 20ish people that were developing content on two month cycles. That was how they managed to release content every two weeks. They've gone back to only having one team for the LS2, and that meant we all thought the majority of the team were hard at work to make this feature pack something big.
So much for that.
I really don't mean to be so negative, and if you ask people around I was very supportive of ArenaNet and their direction for quite a long time. I would defend this game for pages. So please be careful about who you call unreasonable or pessimistic.
Posted draxynnic on 02 September 2014 - 05:24 AM
On the whole, I think they did a good job there. Not perfect - there are certainly gaps - but they're not ones that are particularly easy to fill. I've sketched out a few as mental exercises, but most either come out looking like an existing profession with the serial numbers filed off, or involve new mechanics that wouldn't necessarily be easy to implement. Note that back in the day I made pretty good predictions on both the mesmer and engineer - so while I'm still only one person, I've probably got a reasonably good handle on their thought processes there.
Continents, especially continents plural, I can accept the argument of the maps taking longer to make than GW1 maps. I'm not convinced the difference is so great as to be the difference between Factions and Nightfall on one hand, and Mad King's Labyrinth, the Wintersday stuff, Southsun, MF, Labyrinthine Cliffs, Queen's Pavilion, the two Aetherblade dungeons, Thaumanova fractal, Tower of Nightmares, Dry Top, Edge of the Mists, and assorted changes to existing maps on the other, but I can accept the argument there.
Skills and weapons, now... as I've said, development work that went into making the special effects for things like finishers and permanent harvesting tools could have gone into effects for new skills. Balancing would, of course, be an issue, but that may be a swing that goes both ways - from my observations some of the hardest professions to balance do seem to be the ones that have fewer options (because they tend to be very good at what they do well with those options, but take that away and they don't have much to fall back on), and giving them more options makes them less reliant on the style of any particular build.
Regarding what ArenaNet is doing with a 'tech debt': that might well be a reason, but as has been said before:
1) People will tend to judge based on the industry standard. Consider working at a job - an employer isn't going to have much sympathy for your special circumstances if you're underperforming, unless you give them good reason to believe that those circumstances are something you can get past and then your performance will pick up. And ultimately, a business is paid by its paying customers. If ArenaNet is underperforming because of something they expect to get around, then they should give us reason to expect that they will at some stage get past it and resume acceptable performance.
2) Unless given reason to do otherwise, people will base their expectations of future performance from past performance. This is partly where all the GW1 comparisons come from, which may be a spot where past exceptional performance is biting them on the foot. Now, though, most players are basing their future expectations for GW2 on the past two years, and a lot of people are growing sceptical that ArenaNet has any long-term plans for the game to speak of. If ArenaNet doesn't want people to base their expectations for the future of the game on the past - they have to give them a reason to.
Both these points, as you'll note, come back to the culture of secrecy. Now, I can appreciate that having people screaming on your forum about broken promises can be uncomfortable if you promise something and then you can't deliver... but in practical terms, I don't think such situations are really making anything worse except in giving the people who are unhappy something specific to voice their discontent over. The person who complains that something that was promised and that they were looking forward to got delayed or canned entirely is a person who may already have left under the culture of secrecy when they were given no rational reason to believe that what they expected was on the horizon at all.
At the moment, we have no rational reason to expect anything more than more of the same. No new races, no significant changes in skills, no new content beyond the rate we're currently getting. We may be wrong, but we have no reason to think otherwise.
For the record, my perspective is quite different to Poe's: most of my play has been either solo or as part of small guilds that have traditionally been made of people who knew each other from this or other communities - thus, usually relying on a core of players who play regularly and are willing to help each other out to achieve objectives. Such small guilds, however, tend to be quite sensitive to having people drop out of the game and losing critical mass as a result (particularly when people are in different timezones)... and this is something that's definitely been happening. This means that, to an extent, I'm actually content with the material that's been released so far being mostly soloable or open-world content - because my guilds have more or less fallen apart, this means I can still experience the story when I might not be able to if dungeon parties were required.
However, I'd really like it if GW2 was able to actually retain players like GW1 did, so that at least one of those guilds can recover and/or the next one I'm involved in doesn't have the specter looming over it of losing critical mass like previous ones did.
And, for the record, among many of those, I'm known as the person - in some cases the one person - who actually still has some faith whatsoever in the company. I'm here arguing because I haven't reached the point of not caring any more - I know several people who haven't. So that's a context to keep in mind - the people who are still here to argue are mostly those who do still want the company to succeed. The doom-and-gloomers declared their prophecy fulfilled and left months ago.
As I noted last page: one of you has set a date at which they'd start to get discontented, so the main difference between us is really a matter of where we set the time limit. Give it six, twelve, eighteen months, and you may well be in the position we are. How many people will then be in the same position you are now?
Posted Haggus on 01 September 2014 - 03:16 PM
My ignorance (scratch that) OUR ignorance as players towards development behind the scenes obligates us to be a little less....what's the word......bitchy.
Call it making excuses but I prefer to take the wait and see approach rather than whine and call a developer's standards or priorities into question out of some unquenchable thirst for content since realistically the only option out of the two that will yield useful results is the former. After all, the threads on the official forums that typically get attention are the ones that are constructive and opinionated without being overly ignorant or rude.
I'm hoping what they do in the future meets your standards as it appears they are VERY high.
Wait-and-see is fine at release. After two years, for me, I'm done with wait-and-see. I'm at the "they need to s%$t or get off the pot" phase. The China release, and all the tech mods that are bound to hit here, are the only thing keeping me around a few months. Who knows? The China release might be why we got what we did, so far, in LS2. As for high standards, if people didn't hold them to high standards, or they didn't hold themselves to such, how crappy a game do you think this would be?
Also, remember this: people don't complain about games they don't care about, or don't want to succeed. The Navy has a saying: a happy sailor is a b------- sailor. It's when the b------- stops that you have to worry. That's when they just don't care.
Posted Phineas Poe on 01 September 2014 - 10:12 PM
I'm hoping what they do in the future meets your standards as it appears they are VERY high.
This is so bullshit.
They developed LS1 content on very strict time frames of 2-3 months, starting with Guild Missions in the early months of 2013. From that point onward we got Edge of the Mists, Molten Facility, Southsun Cove, Labyrinthine Cliffs, Super Adventure Box World 1 and 2, the Aetherblade Retreat, Marionette, Scarlet, Wurm, Tequatl 2.0, the Thaumanova Fractal, and Twilight Arbor Aetherpath. That was all released in the span of roughly one year. Nobody complained about the quantity of this content; most criticism was that it was temporary, or that what was spread out between these events were largely fluff.
I cannot establish this enough: I played this game for 4000 hours over the past 2 years in large part because of this stuff. But the LS2 has me sitting on my hands wondering how I'm going to keep my guild interested in this game. We had to start coming up with new events to do together as a guild, but GW2 isn't a sandbox. It doesn't really facilitate player-driven content, and reward for this stuff were coming out of our own pockets.
Just for some perspective: Scarlet Briar died in March. We haven't seen shit from ArenaNet since except for Dry Top. I cannot stress enough how slow the past six months have been from a guild management perspective. With the megaserver there is very little incentive to do open world content as a guild, and we haven't seen a new fractal or dungeon in quite some time.
Is it really "unreasonable" to ask that they dedicate six months of their FULL resources and come out with a few new dungeons or some fights equal to Marionette? I mean seriously. If 20 people can put together Wurm in 2-3 months, if what the LS1 teams did was only a mere fraction of the staff, then it's hardly unreasonable to think that they could be doing more. A lot more.
To position it differently, Guild Wars 2 was a completely different game between the start of 2013 and the start of 2014. Ascended gear, the megaservers, Wurm, Lion's Arch blown up, etc. etc.
Now think about the start of 2014 and what can be reasonably done within the span of the next 3 months. Do you think the start of 2014 and the start of 2015 will be all that different, at least remotely distant as 2014 was to 2013? Because I don't see it. Since March we've gotten one new map and some personal story instances. It's all right, but it's not enough. And when is the next feature patch that will actually have the stuff we care about like precursor crafting? Another six months at least!