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RandolfRaMember Since 07 May 2012
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Posted Arkham Creed on 31 March 2016 - 07:58 PM
But now I'm going to start. They discontinued gen 2 legendary weapons for THIS? That is bull****! Yeah, discontinue one of the big selling points of the expansion and something most everyone was looking forward to in order to appease an overly vocal minority of players who can't get their heads around the fact that GW2 isn't a Mario game. Just.....ugh....
Posted davadude on 09 May 2015 - 09:36 AM
Agreed, but they should keep these videos and shitposts for the people on the forums who claim they're innocent.
Posted raspberry jam on 14 January 2015 - 12:15 PM
You call Guild Wars 2's leveling system a series of menial tasks, but I just cannot in good faith agree with that. I happened to enjoy quite a lot the fact that in Guild Wars 2 I obtained experience by doing whatever I wanted. Exploring the world, doing WvW, crafting, completing dungeons. Progressing my engineer to 80 back in August 2012 was the most fun I've ever had leveling in any MMO previously. I drove back the centaurs out of Queensdale and chased them back into the edges of the Harathi Hinterlands. I cleared bandits out of Kessex Hills and protected the roads on the way to Lion's Arch. I helped the Lionguard defeat the pirates occupying swaths of Gendarran Fields.
And considering I've got 4000 hours on my Guild Wars 2 account versus 40 hours playing Dark Souls, I think there's something particularly well-designed about the core of Guild Wars 2 despite its numerous flaws in many areas. But leveling isn't one of them, and neither is the fact that the game has levels. I play MMOs because I enjoy the persistent nature of their universe and the sense that I'm making it a better place.
And I think it's important that games like Guild Wars 2 "throttle" progression to make sure players are actually engaging in this type of content. That they're not racing to the end. Because Guild Wars 2 isn't about just defeating Zhaitan. MMOs are often just as much about the journey as they are about the destination, and I think levels are a great way of defining that progress.
But even beyond this fact, this game offers so many alternative avenues to progression. I got my necromancer and ranger to 80 simply participating in Living Story zerg content. I got my mesmer to 80 simply crafting. I got my elementalist to 80 in Edge of the Mists. There's so many methods of progression that you don't have to do a single renown heart. I have enough Tomes of Knowledge sitting in my bank from playing PvP to level three characters to 80 at a moment's notice. I have every class at 80 and every single time I did something differently.
That you relegate GW2's leveling campaign as a series of menial tasks feeding cows is quite simply pearls before swine.
Your description of it sounds interesting, and that is the sort of progression I would like to see in an MMO. However, either you are sort of playing around with the truth, or you are comparing too liberally with GW2, because the so-called "living world" do no such thing. What I would like to see is real change: a quest ("world event" or whatever), say, that begins in a city when an army captain marches his troops towards a bandit castle - and you and friends can join the captain and fight the bandits and if you do, the captain takes the castle and the next time you get there, it's full of friendly guards, the same ones that you helped to take the castle.
"But that is how GW2 works" - sure, but what I just described isn't living. It's dead as a doorknob: sooner or later the bandits retake the castle, or worse, the guards just leave it, and then the whole thing repeats itself. You get to follow the same captain, with the same guard company, to take the same castle from the same bandits. Forever.
Does DA:I work like that?
There are still centaurs in Queensdale, you didn't chase them out. If you don't believe me, go there and check. You did absolutely nothing to affect the world. The centaurs are still there, together with the rat-kobolds ("skritt"), bandits, and so on. Oh and it gets worse: not only did you do nothing, but if you just go to the place where you did nothing and wait a little, you'll see other people running around there doing the exact same nothing that you did, proving that your efforts was even more worthless than they appear on the surface.
GW2 is just about defeating Zhaitan bro; clearing out bandits is the city watch's job, they don't need you for that (as evidenced by the fact that you did it and the bandits are still there). But aside from that, your argument about throttling is the entirely wrong one: if the content was engaging to begin with, players wouldn't need to be forced to engage in it, they would do that on their own. And if it's not engaging, why would you want to force players to engage in it?
Think about it: if some content is not engaging, players would only go through the motions because they expect to unlock more fun things later on. But why then make that content not engaging? If you want players to play it, why not just make it fun?
(I refer you to the GW1 Prophecies campaign where you could skip all but four of the missions, yet most players did them all)
The real reason why throttling is done is to extend time played. It's part of the classic Skinner box setup, and GW2 doesn't even do it right.
And then of course you talk about avenues to progression. GW2 have a lot of those, because everything you do in the game (including logging in) is rewarded somehow. How do you motivate that your mesmer is a powerful spellcaster when all he did was do crafting, though? How is that playing a role? Not to mention, how is crafting anything but menial tasks?
No, it is not a question of pearls before swine, because there are no pearls here. I think that a more appropriate metaphor is about how swine will eat just about anything and still be happy.
Posted raspberry jam on 19 January 2015 - 09:55 AM
Where else can you build a game within a game within a game? It's fabulous.
Regarding AFKing: I've never understood this perspective toward open world content.
Open world content must account for some degree of AFKing. It's a video game, meaning it's fairly low on the priority list when other things come up: someone comes to the door, a telephone rings, baby crying, wife aggro, etc. And it would be totally ridiculous if a fight failed entirely because one person had to step away in the middle of a Tequatl fight.
It makes sense that dungeons penalize players for AFKing, because there's checkpoints and waypoints to return to if you fail. And if someone has to AFK, you have that opportunity to hang out and wait. But world events don't quite work in the same fashion, and when these events only activate X amount of times per day, with timers eliminating the ability to wait it out, it's really important that ArenaNet account for the unpredictable and allow some flexibility.
That doesn't necessarily mean to say that an underpopulated overflow or too many AFKers won't affect the success of the event; and to say that your individual contribution doesn't matter is quite ridiculous when I've seen my share of Wurm kills fail because one person chose to stand in the wrong spot during the second phase.
You seem to misunderstand my point about AFKing. If I can AFK (not to pick up the phone but to actually freeload off the people fighting), there is no reason for me to participate in the battle since I am not actually making any noticable difference. By that point it's not even a game anymore, it's just a matter of turning up at the right place at the right time and wait for the reward while watching TV (or playing a better game in another window). Kind of like Farmville except you don't need to click everything.
Where exactly should I stand in order for guaranteed griefing at wurm?
Posted Baron von Scrufflebutt on 13 November 2014 - 07:20 PM
My comment was entirely aimed at the absurdity of this thread. Here are a few pointers:
1. If you bring maths into the deal, at least try to make the numbers work out in your favour. Arguing about a potentially lost $0.1125 per month in a MMO environment doesn't qualify.
2. You realize that no gems are lost till the day you quit for good? If you're a long-term player, converting "leftover" gems after a purchase is possibly the worst thing you could do. Coming to think of it, how come none opened a thread crying about how Anet let him do that prior to the change?
3. Are you familiar with the concept of gift cards? Do you rage at the giver suspecting him of having shares with the store in question and all he wants to do is trick you into losing money?
4. You are potentially being overcharged for all kind of things throughout your daily life. For some reason however, you choose to complain about it when it involves a computer game where you spend 10$ a month and waste a potential 0.1125$ (numbers based on OP).
So, since the amount that is being taken away from the user is small and since consumers encounter other consumer unfriendly practices throughout their daily life, this type of consumer unfriendly ideas aren't worth pointing out?
I am sorry, I don't see anything here that would negate what the OP is saying: on the contrary, you seem to agree with what he is saying and all you are saying is that you are not bothered if A.Net introduces certain solutions that negatively impact consumers.
Honestly, I am not bothered if you accept consumer unfriendly practices. But I am extremely bothered if you tell people that they should simply accept these consumer unfriendly practices because they do not bother you, which is what your "Next thread, please." statement implied.
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 !!!