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Captain Bulldozer

Member Since 07 Dec 2009
Offline Last Active Dec 19 2014 04:37 PM

Posts I've Made

In Topic: Is GW2 dead now or is it just the forums?

19 December 2014 - 12:51 AM

I think some of you have missed the mark... by quite a bit in fact.  Why did GW never attain the popularity of WoW?  There are a few basic points that pretty much sum it up:

1)  No one had ever heard of Arena.net when GW1 was released.  On the other hand, Blizzard was a very well established company even back then due to it's massively popular RTS games.  GW1 was Arenanet's first game of note.

2)  Marketing.  GW1 had a very small marketing budget, most gamers who would have loved GW never heard about it, or heard about it AFTER they had already invested themselves in WoW.

3)  Playing GW1 was more challenging than playing WoW (or many other MMOs to this point).  Being successful often required synergy, teamwork and intelligence on a level that WoW has never really matched. While this is one of the things that made the game great, it's also something that turned off a lot of players.  PvP was difficult to enter because of this, and even PvE (at least for a while) could be massively challenging.

4)  Budget and business plan..  WoW's budget allowed for a real usable z-axis, something GW1 did not pay for. WoW was supported by a subscription model that isn't so different from a drug habit.  You don't have to sell the best quality coke to keep people coming back for more.  GW on the other hand required massive new content releases to make money, driving the quality of those releases up, but also making the game feel less accessible to new players (how many people said, "I can't get into it on an equal footing when there are already 2 expansions out there..." and din't buy it for that reason?)

I don't think GW2 is like Soviet Russian.  GW1 is basically Germany: tight, efficient, creative and well thought out.  Wow is like the USA: big, dumbed down and full of fat stupid people with more money than intelligence. I guess that makes GW2 something like the USA in the movie Idiocracy:  bigger, stupider and less likely to get better.

In Topic: Introducing the New Daily Achievement System

16 December 2014 - 06:01 PM

View PostEl Duderino, on 16 December 2014 - 05:45 PM, said:

Giving people incentives just to LOG IN to a game is a completely desperate attempt at, well, getting people to log into a game. If the game was good enough, you wouldn't have to dangle a carrot in front of the customer simply to get them to engage with it, regardless of actually needing to play the game - which is the whole point of a game's existence.

Well said.

For comparison purposes here, I'll walk in and add the following observation:

The original Guild Wars game did not add anything in the form of daily rewards until the daily Zaishen quests; something which happened more than 4 years AFTER GW1 launched, and more than 2 years after the last major purchasable content release.  Also, from my recollection, a significant portion of GW1's playerbase started playing the game (and contiuned to do so) somewhere around the 2 year in mark. Though I doubt it's anything new to say, how can anyone not acknowledge the difference in quality between those two games given these two striking difference?

In Topic: Introducing the Megaserver System

03 April 2014 - 04:33 PM

Massive step in the right direction!  My only questions are:

1)  Why did it take so long for Anet to recognize how important this was, especially with players pointing it out to them since BEFORE the game went live.

2)  Why start with lvl 1- 15 zones, which are generally more populated already than the mid-tier zones?

3)  Why not allow players to have some control over which "district" they are in (for the sake of RP communities, or just players being able to find each other more easily)?

In Topic: [Reddit] Are We All Equal?

12 March 2014 - 10:33 PM

One fix that I don't see discussed more is to make things like the LS achievements character based instead of account based.  In fact, making the game more character based than account based would go a long way towards improving the replayability of the game, thereby increasing the pool of players for any "older" activity that's still available.

Guild Wars rarely had these same problems, and for two simple reasons:  

1) It was possible to replay all content on a new character


2) The content was fun and interesting enough that people routinely replayed the content on different characters.

Since neither of these two things is really true of large parts of GW2, the current situation is not only expected, but is in fact unavoidable.

In Topic: Help with Role in Divinity's Reach

12 December 2013 - 08:08 PM

Here are a few possible locations:




There's also a fairly spacious and seemingly empty house in the northern past of the Ossan district.  It has a kitchen, 2 upper floors with beds, and a decent balcony on the top floor.  There are others like this (unmarked) around the city, so look around and you'll find them.