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Baron von ScrufflebuttMember Since 02 Jun 2012
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Posted shanaeri rynale on Yesterday, 01:07 PM
Once upon a time there were two chicken farmers. One kept it's chickens in batteries, so each chicken only knew it's neighbors and could only do certain things. The other kept free range chickens who were free to go where they want and do what they wanted.
Now, times were tight so both farmers decided to merge and so they had to reach a compromise and decided to build an outdoor chicken coup, complete with fences and all sorts of activities for the chickens to do which changed every 2 weeks.
When the chickens were first introduced, the battery ones were amazed 'look at all this space and new things to do', However the free range ones were puzzled and disappointed 'what are all these fences doing here?' and lo! the battery chickens thrived but while the free range chickens were initially enthralled they soon kept looking out of the coup fences to the fields they once could roam in.
ofc it's a siily, off the wall story but it does imho sum up the disparate attitudes of GW1 players(free range) and those of more traditional MMO's (battery) and no matter how hard the farmers try they wont keep both sets of chickens happy.
Posted Gyre on 04 December 2013 - 05:36 PM
Here we get very rigid skill bars with the only dynamic factor being combination fields. PvE at large is awful at field combos and there is no real pressure to learn what they are much less how to intentionally use them. Periodically through the course of people spamming 12345 with reckless abandon the field will accidentally trigger...yay...that's some good teamwork.
I stick around now partially because I've made an investment of time in the game but also because most of my GW1 guild migrated. Some part of me is also desperately hoping they see the light but with each passing update the happy accident they had in GW1 seems to be fading deeper into memory for these people. It's just so incredibly disappointing.
Posted FoxBat on 03 December 2013 - 01:12 AM
... is bull.
Did we not learn our lesson in GW1? How painful it was pulling newbies into organized PvP when they didn't even have the right skills to start learning on? No it's not going to be a big deal in this update, particularly for people who've been playing for a while. But as new skills keep getting added, it's eventually going to become an issue for new players. How is this worth sinking a small fraction of experienced player's surplus hundreds of skill points?
In other news, I'm hoping that eventually 1) major tournaments will offer some major coin or something sellable for it, and 2) we get legendary or other prestige armors. The alternate skins is a significant barrier to newbies and is right to get rid of, but I'd still like top players to have something to show.
Posted Bryant Again on 21 November 2013 - 04:26 AM
And, truth be told, LS does accomplish its purpose: giving people a reason to log on every two weeks.
But many players are getting tired of this "treadmill": the Living Story does not offer any new gameplay, any new races, any new weapons, any new classes, and just one new skill (and a lackluster one at that).
Expansions are not just about new zones and new mobs to fight. Expansions change the game, usually with new races, classes, skills, weapons, etc.
Games need this change to stay interesting. To me, GW2 feels like the same game I started a year and a half ago. Compare this to GW1, where Cantha introduced new PvP content, 2 new professions, new weapons, and a bunch of new skills for all professions. It makes the game interesting as all these new changes fundamentally change the nature of the game.
GW2 needs new content that really changes up the gameplay, not just new trains to join to get the newest headgear/backpiece skin.
Conceptually, the idea of "free content" is great. But it's also a skip and a hop away from the concept of an entirely free-to-play game. Sounds great to the player on paper, not all that great in practice. "You get what you pay for", and I'd *love* to pay for a huge chunk of content, improved gameplay, and an overall renewed interest in the game - and not a game that keeps trying to milk my wallet.
Posted Defora on 01 November 2013 - 10:56 PM
Posted BlackBoxx on 19 October 2013 - 03:04 AM
I think ANet is making a brash move by giving out that... ultimatum, I guess is a good word to describe it. Now, I never spent any good amount of time on their official forums, and I never posted there after hearing about how iron-fisted they could be. I just never wanted to take the chance. However, seeing Mr. Kerstein's post followed up by the one mentioning cleverly hidden insults along with a list of examples, my jaw dropped. "ANet is incompetent, ANet lied to us!" and the like are going to be punishable by bans? That's just a bad move.
I work in a kitchen. It's fast paced, at times grueling, and often thankless work. Whenever a customer comes to me saying "this food is undercooked", it's my job to fix it, regardless of the fact that I cooked it properly, and they are the ones who don't know the first thing about cooking. I simply have to smile, apologize, and get them their food cooked how they want it. Even if they return it a second time, saying "you undercooked it again! how hard can it possibly be? are you just incompetent?", I have to fix their order. Now, I do not have subject myself to verbal abuse, but sometimes, it is the right thing to do. I don't know what kind of day this customer has had, but I do know that many times, people will lash out at the wrong person, for the simplest of errors. After all, I'm asking this person to give me money in exchange for not just food, but a good experience.
Most of all, I know what it's like to be in the customer's shoes. I've had moments where I didn't get what I ordered. GW2 is one of those situations. A year ago, I wanted to just scream at an ANet employee "YOU LIED TO ME!", because I felt lied to. ANet can rationalize and make excuses all they like. It doesn't change how I feel. They told me I could get to max level, and get the statistically best gear in the game quickly and with minimal grind and by playing the way I wanted to play. Not three months into launch, they decided to add more gear with higher stats, and hide it behind RNG, grind and a specific form of content in which I had no interest. They said one thing, got my money, then turned around and did the opposite. I consider that a lie. If I wanted to tell them as much on their forums, I might be shoved out the door and have it slammed behind me. That is not conducive to a good, respectful discussion.
For a good example of how to handle forums fairly, I must point to Riot Games, the folks behind League of Legends. In the interest of full disclosure, I hate the game, but I see why people like it. I simply never enjoyed competitive play. So why did I play? Friends, mostly, and also to support my little brother, who actually works for Riot.
Getting to the point, at one time, Riot decided to change a facet of the game by removing the ability for characters to randomly dodge attacks. The player base, as toxic as their reputations says, did not like this. Riot employees created a topic to explain why they made the decision to do it. Not just community mods, mind you. The lead content designer, who is actually pretty active on the forums. My brother also participated in that topic, even though he didn't have to. The abuse thrown his way for supporting a decision the forumites hated was pretty ugly (though I am entirely biased, so it may not have been that bad). The gist of it was that he was the fall guy Riot sent so people wouldn't dare lash out at the higher ups. My bro took it all in stride. I don't recall there being many moderated posts in that topic.
Sometimes, it's best to let your customers vent their frustrations, even if they direct it at specific personnel on staff. At the very least, it's a sign of respect and professionalism. There does need to be a line in the sand that customers do not cross. Threats of violence, posting personal information of employees, spreading false rumors, etc. Those deserve punishment. Prohibiting call outs, and and a hostile tone (so long as it avoids the above) do not. ANet wants people playing their game. They want people spending their hard-earned money on Guild Wars 2. The onus is on ANet to be the professionals here. Not the player base.
Posted Miragee on 19 October 2013 - 11:58 AM
Yep, I expected this. And I also expected exotic to be cheaper.
Posted Elcee on 17 October 2013 - 06:06 PM
There are invisible walls in the game. Those simply stops you from moving to off-limit areas.
THIS barrier on the other hand pushes you back, which suggest that it is game-play rather than just stopping people from accessing out of bound areas.
Well this actually makes more sense if that's the case. Does it make some kind of effect, like a sound or a flash?
Posted Locuz on 17 October 2013 - 06:04 AM
Anyone been toying with it already?
Not sure what you know about it but here goes.
The gameplay itself is a bit clunky at times, like a simplified version of TSWs combat. But i guess this game wasnt meant to be action oriented anyway so thats fine. I can imagine its a bit of a turn off for some tho. Youre basicly mashing 1 or 2 buttons untill the zombies die. You cant really run around and kill whatever crosses your path like in survival games that are a bit more action oriented and here is no endless supply of bullets and even your baseball bats etc will break relatively fast so you have to manage literally everything.
The game itselve feels very different and fresh though due to its management like approach. Especially at the start it really feels as if you barely have enough food etc to survive. So far its a nice mix of quests sneaking around and exploring. Some quests where a bit repetetive allready though so i hope ill see some more diversity as I progress. Ill add some comments after my next session.
The game works with sweetfx aswell which is imo a must if you care about graphics. Before that it looked like an unoptimized gloomy copy of console graphics.
Posted Dryder on 20 September 2013 - 02:35 PM
Skill combinations and particularly Elites were a key element in making GW1 uniquely addictive. It was this wild x-factor that made it difficult for the mods to balance the game, especially when adding/changing a single skill meant an exponential number of new combos. But, although GW2 is easier to balance, it removed a huge amount of the fun involved. Everyone now is a cookie cutter build with barely any diversity. To be clear, in GW2 sure you can do different things, but the variety is limited (mostly conditions) and durations are extremely short.. like 'explode the world for 1 second', 'become invincible for .25 seconds' and people actually get excited about it, it's a lame joke. Not to mention, the armor and weapon designs in GW1 were better in almost every category to GW2 which is really strange if you think about it. What I wouldn't give for GW1 just to be updated with GW2's graphic engine and a few updates, but with the same story, classes and skills.
Posted Miragee on 20 September 2013 - 01:41 PM
But people would go nuts if ANet wanted to instance everything.
QFT. I heard lots and lots of people saying they don't like instances because it kills the immersion and stuff and for that particular reason disliked gw1. What most people never understood (I guess not even most GW1 players) was, what a strong opportunity the complete instanced game gives to the devs in regard of designing a combat and skill system. The system gw1 had was only possible because of the strict instances and therefore that system wouldn't be possible in a fully persistent world like gw2. That was my main reason why I was against the open world idea in gw2 from the first minute on. Sure it has it's bright sights but after playing and loving gw1 for so long I didn't want to miss the combat and skill system depth that the strict instancing made possible.
That's actually a very good point. The solution of anything challinging in the game doesn't rely on the skill system at all. All challenging mechanics added only rely on out of combat mechanics added to the game only for countering said mechanic. I think that is not really good. The players should come up with their own ways to counter a challenge. Maybe more than one, ways that will be discovered and improved over time, ways that appear and will be discarded later. Ways that are build out of a huge pile of options. It takes a lot from the challenge if there really is just one way to beat it which is the way the devs offer.
Posted Spearcrusher on 31 August 2013 - 07:23 AM
I love the idea, but I think it would be better if the MF bar fluctuated and caused a constant need for those lower tier materials. Otherwise, it is just a Band-Aid fix to the uninteresting-ness of the lower tier material problem.
You know that's the typical MMO-answer: "just make the cap high enough so it takes ages to reach, keep them busy whatever the method" Im pretty sure the luck needed for 299 to 300 will easily be over 15.000, if not then much more.