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Ritualist

Member Since 02 Jun 2012
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#2205452 One Year Later

Posted Sebrent_Tehroth on 23 May 2013 - 02:41 PM

View PostDraino, on 23 May 2013 - 01:53 PM, said:

It didn't! There was also a barbeque!

PS: Could someone please find enough Dredge technicians to remove those useless, immortal, and annoying sonic turrets? The war is over, right?
But... but... but... you need to buy turret removes from the gem store. It'll be the newest game content. As fun as uprooting tree stumps in real-life.


#2205424 One Year Later

Posted Desild on 23 May 2013 - 01:19 PM



This sums up pretty nicely what that manifesto was all about. Nay! The entire game!

I'm so funny...


#2205347 Dare to Criticize Guild Wars 2

Posted dimiguel on 23 May 2013 - 07:21 AM

View Postdraxynnic, on 23 May 2013 - 03:29 AM, said:

Oh. I've seen a few, believe me.

There's also the fact that GW1 was the second most successful MMO in western markets during its time, and it achieved that without the massive advantages WoW had (WoW used a well-known and well-loved IP while Tyria was brand new, Blizzard was a well-known and, then, pretty much universally well-respected company while ArenaNet was pretty much unknown and untested, Blizzard had good marketing while Guild Wars had near zilch - it's likely that I would never have known about the Guild Wars franchise if I hadn't known Gaile from, ironically, a Warcraft 3 community). Part of what distinguished it was the low-grind attitude, and the core audience for the sequel is, naturally, going to be people coming over from Guild Wars 1 that are used to the same low-grind attitude. A friend of mine said recently that one of the marketing maxims is "It's easier to keep an existing customer than win a new one, and it's easier to win a new customer than win back one that you've (kittened) off."

In other words, if you're going to annoy your core base in order to reach for a supposed wider audience, you need to be pretty sure that you're going to draw in more than you lose.

And I say 'supposed' there because the MMO community has a massive selection bias in its attitudes. With the exception of Guild Wars, most people playing MMOs are people who can at least tolerate the idea of the continuous gear treadmill, because everyone "knows" that MMOs mean continuous treadmills. People who wouldn't touch a gear treadmill with a twenty-foot pointy stick but who might otherwise be interested in the idea of an MMO, by and large, aren't represented in a typical census of MMO players. And, given that ArenaNet and NCSoft have pretty much failed when it comes to publicising either Guild Wars games, the we still don't know how many people would be attracted to a low-grind MMO if they knew about it.

One metric we do have, though, is the number of people complaining about grind in GW2 forums and the number of people supporting it. I would acknowledge that the official forums are probably a better place to gather statistics there, though, since Guru probably has the selection bias of being favoured by people who played GW1 and thereby used Guru back in the day.

@Sebrent: Didn't think to mention earlier that so far my main inventory problems have been from storing gear for my characters that have not yet hit 80, rather than different sets for my 80s. That might come later, though - so far, I've pretty much just been getting one reasonably all-purpose set for each of my characters. Once they all hit 80 and are equipped to what I consider to be a minimum standard, though, that might start to change.

Thank you for your well-written post. I can't help but feel betrayed by ArenaNet and alienated into this position where I have no enjoyable MMORPG games I want to play. It's gotten so bad that it's inspired me to start a career in the gaming industry (currently working as a developer for unrelated projects).

The best thing that can happen from Guild Wars 2 is that it will inspire many developers, like Diablo did to Grinding Gear Games, the creators of Path of Exile, to create a game that is a more perfect vision of what Guild Wars aspired to be: An RPG where players are rewarded for their skill rather than their luck or time spent on the game.

Guild Wars 2 didn't need levels, whatsoever. It didn't need the abysmal loot and crafting system. It didn't need five, six rarities. It didn't need the ridiculous amount of RNG and loot caps. It didn't need simplistic, action-based combat. It didn't need WvW, or tiered dungeons. There are so many design decisions that make me question the integrity of ArenaNet and as you said, I don't think I will ever trust them again with my money.


#2205331 Guild Wars 2 API

Posted anzenketh on 23 May 2013 - 05:52 AM

View PostRitualist, on 21 May 2013 - 05:44 PM, said:

I was thinking about ALL the events, not just the dragons. That would make exploring a map much more enjoyable since you'd know when and where events will happen in a map. ^^


I am actually talking about all the events. Not just the dragons.  All Dynamic events you can fetch to see what world they are running on.


#2205087 Permanent Price Drop for Guild Wars 2 & New Gem Store Items

Posted Draino on 22 May 2013 - 05:18 PM

Late last night I finished up some stuff in another MMO and logged on to GW2, to knock off my dailies. I was not thrilled to see the Southsun daily (I used to farm Southsun a bit for shells and stuff, but I will not go until this story content is done, just a choice I made after reading reactions and seeing the strange growths on people's backs), so the rest of the menu was a bit short. Knocked out four items half asleep and ended up with the two group events, finally ended that standing on the beach waiting for Teq.

Long, dull wait. I stand out on the sand, so I had to kill a few annoying Risen: no risk; no reward. Teq finally showed, near the end of the window, as usual. Facerolled the encounter, as usual (can't call it a fight). Got the chest, as usual. Didn't look at the loot...why should we? There's nothing there...we know in advance. As usual.

This game is not dead, yet, but someone at ANet has to start playing this game enough to see what it's become, and fix it. I won't delete and quit, but I'm down to a quarter of the time I used to play here, and no more cash input for me for now.

Going to wait, play only a little, and hope for tomorrow. Only a little.


#2204799 Permanent Price Drop for Guild Wars 2 & New Gem Store Items

Posted Darkobra on 21 May 2013 - 09:10 PM

Marketing stepped back up.


#2204740 Permanent Price Drop for Guild Wars 2 & New Gem Store Items

Posted MazingerZ on 21 May 2013 - 08:03 PM

View PostFeatherman, on 21 May 2013 - 08:02 PM, said:

milk them via lottery boxes?

We call them Cox Boxes now.


#2204162 [Video] Guild Wars 2, Nine Months Later

Posted El Duderino on 20 May 2013 - 08:19 PM

Personally, they could have all the content in the world and it wouldn't make up for a broken combat system, broken loot system, broken PvP system, boring WvW system, etc.

The content, as far as things to do, is fine, IMO. The problems are the mechanics. Hell, just fixing the loot system would be enough to make the content we have SO MUCH BETTER. But, instead we got guaranteed world boss gold drops. That is perhaps the single most pathetic and lazy fix I have ever seen. And, it is a prime example of the kind of fixes we keep getting. Lazy, boring and uninspired.

The whole loot system needs to scale with skill and difficulty. This is just basic logic. Zerging world bosses hardly qualifies.

sPvP and dungeons are pretty much broken because combat doesn't scale well to 5 man groups. It is much better as a solo experience. But, then we have the problem that the game prohibits solo play at high levels.

WvW is fun for the first 50-100 hours, then you realize it is the same Zerg doing the same thing all the time. There is no reward for playing well, for defending, for scouting, for small group raiding. Hell, we don't even know how the point system works yet. Some variety is what WvW needs, instead we get level progression. Again, uninspired, lazy and boring.

The contnet isn't the problem, which is why an expansion isn't the answer. More content isn't going to solve the core issues.


#2203951 Do you observe PvP?

Posted dimiguel on 20 May 2013 - 01:29 PM

I tried watching the Guild Wars 2 tournament yesterday in between breaks from the Dota 2 West Qualifiers, which were fantastic btw. The difference between the quality of PVP content in both games is really shocking.

For me, Guild Wars 2 simply isn't fun to watch. It's hard to understand what is going on onscreen, even if you understand what the announcers are saying. I think this is in part due to the particle effects and the weird floating combat text. It's also, for me, incredibly boring... All I see is characters running around casting spells and it all just looks like a big uncoordinated mess.

After making this comment in the stream (and obviously getting attacked for it), players were saying that I simply "did not know the game" and "did not understand how the game works or what is happening onscreen". I don't think this really matters. In order for PVP matches to be enjoyable they need to be accessible to everyone, not just players who actually play the game.

And... if that's not possible because the game is too complex, at least make it fun to watch... That ugly floating combat text and those crazy particles just ruin the experienc efor me...


#2203915 Do you observe PvP?

Posted beadnbutter32 on 20 May 2013 - 11:38 AM

If your a pvp player, its like ice cream, but not so much for pvp noobs.

I used to think spectating would be a good way to learn about pvp, and maybe a way to get into it eventually but...

If your not a pvp regular, you have no idea at all what is going on, your not going to watch more than once or twice.

The plethora of classes and weapons does not help noobs to understand the action.

Tiny asura characters make it even harder to tell what class it is and what it is doing.

I can't see this being of much use educationally for non-pvpers unless there is some-one really really good doing announcing, kind of like John Madden with telestrator and everything.  Unfortunately the few heavily advertised tournaments I have watched have all been announced by players who think they are in a competition to use as many esoteric, obscure or hip pvp slang as possible and they assume every one watching is a pvp aficionado.

Not knowing what is going on makes it very boring to watch and about 2 minutes is all I can stand before leaving.

Games like Starcraft can be fun to watch for non-players because the basic game play is understandable and quickly grasped, so that game gets huge viewer numbers from not just hard-core players.

GW2 pvp is way to complex due to so many classes, weapons and skills.  Add to that eye candy particle effects that overshadow most of the action and tends to distract the viewer from the real action.


#2203941 Do you observe PvP?

Posted Featherman on 20 May 2013 - 12:50 PM

View PostRitualist, on 20 May 2013 - 12:37 PM, said:

This is how I feel also. And to make the situation even worse, I absolutely hate the zoom level: the camera is way to close to the action, further limiting your understanding of the battle.
The actual action is often convoluted. The speed of the attacks, particles, and the untelegraphed nature of conditions and boons make the information even more difficult to understand. I think ANet will need to find a way to telegraph that kind of information if they want the game to be observable. Furthermore, I don't see the current game mode and maps as caster-friendly either. There's a lot of micro strategy, which is intrinsically difficult to cast due to aforementioned issues, but little room for macro strategies like lord rushing.


#2203457 Consortium is Nexon/NCSoft?

Posted Featherman on 18 May 2013 - 04:54 PM

View Postborovnica, on 18 May 2013 - 04:34 PM, said:

Guild Wars 1 was not an MMORPG, it was CORPG, or RPG with multiplayer elements, and let's not lie to people who didn't play GW1, after some time everyone started playing alone with their heroes. I remember how hard was to find group to do missions, since everyone had heroes and I didn't at that time.
False equivalence. Ritualist's argument is that games can have better quality and therefore repeatability if they're designed with an end in mind. Both MMORPGS and single player games can share this quality. It's just that it's an unfortunate standard for MMOs to tend to drag on with frivolous content updates in a poor attempt at retention, while sacrificing overall quality. But then there's also the happy medium of episodic MMOs, like WoW (up to Lich King), that have quality gameplay arcs with definite endings.


#2203307 What class should I play?

Posted Chups on 18 May 2013 - 06:18 AM

I've decided to roll an Elementalist and to this point it's been a blast playing the d/d build. Hopefully, this is my last class change. I want my first 80 ;)


#2203197 ArenaNet ceases Guild Wars 1 live development, automates game

Posted Grey on 17 May 2013 - 10:29 PM

The last day dawns on the Kingdom of Ascalon. It arrives with no fanfare, no tolling of alarms. Those who will remember, will speak fondly of the warm morning breeze. People carry on with their daily lives, unaware that in a short while… everything they have ever known will come to an end.


#2203146 My Beefs w/ GW2 & ArenaNet

Posted El Duderino on 17 May 2013 - 08:11 PM

View Postdimiguel, on 17 May 2013 - 07:53 PM, said:

This is how it worked in Guild Wars... Diamonds were never really any more useful than say, a ruby or a glob of ectoplasm, because they all served a different purpose. How can ArenaNet go back on so much that they did?! I don't understand how they could have missed all of the elements that Guild Wars such a fun and addictive game!

This is pretty much it. I am totally cool with a new game that is unlike Guild Wars in style and combat, but they missed the things that made Guild Wars a great game. The replay-ability of Guild Wars was phenomenal. Maybe not for everyone, but for those people that liked the teamwork of combat, it was great. GW2 misses this by a mile.

Other things like a low max level and no gear progression were amazing. Again, not for everyone, but for many people it was great. It meant you never had to worry about things that really don't matter. I mean level and weapon stats are pretty irrelevant to making a good game - they just kinda increase the time played without necessarily having the underlying mechanics to make the game worth playing for that long.

That is the ultimate difference between GW1 and GW2; regardless of the content or the amount of content, the underlying mechanics of GW1 solved a big problem for many people: it was replayable. GW2 does not seem to have that same magic for many many people.