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Miragee

Member Since 02 Jun 2012
Offline Last Active Today, 04:28 PM

#2316532 Why Healing Power Sucks, By WoodenPotato's (also bad mob design)

Posted raspberry jam on 14 April 2014 - 02:07 PM

View PostMazingerZ, on 14 April 2014 - 01:33 PM, said:

It's the question that pretty much burns everywhere... They the hell do we have such useless (less efficient) stats and why are there item builds that promote stacking the useless stats?
Exactly... Or rather, there are such things in every game, sure, but when they (ANet) intentionally made few available choices (compared to GW1) so that every choice would be good, and there are still worthless choices... It's obvious that something is wrong.


#2315992 Pay-to-win

Posted MazingerZ on 11 April 2014 - 06:53 PM

View PostMordakai, on 11 April 2014 - 06:26 PM, said:

I'm curious, to those blaming the gemstore for any GW2 "failure", would removing the gemstore entirely and moving all the items to be available through normal play appease you?

Or, to put it another way, how much are those skins really worth?  Because I don't think it's worth $15 a month sub.

But it's more than skins....  it's the grind.   Fine.   Make the leveling process faster, lower the level cap.

Now is GW2 worth a sub?

I don't think you could change anything in this game to make it worth a sub to me.  That's how much I dislike subs.

Okay, seriously, you keep starting from that position... it's very simple.

Remove the effect of money on game-play.  Segregate the RMT from the game-play.  No amount of game-play will get you cash shop items and no amount of money (to the devs) will get you in-game items.

Once that's done, the game has to survive on merit.  Because you're not going to pay for extras a game that doesn't have fun, rewarding game-play unless that money makes the game-play fun and rewarding (boosting, creates gold).

In this instance there isn't any way to change that with your wallet, so it comes down to bad design rather than egregiously adding piss to the water so you'll occasionally pay for a clean glass when you're tired of drinking piss.  And since you cannot buy your cash shop items with gold, you don't have to balance your in-game economy with the RL economy.

If you find yourself enjoying the game, you spend real money for items in the cash shop because that's an enhancement to your experience without affecting the other rewards in the game.  Pretty much how if you're enjoying a game, you pay each month to continue enjoying it.  Especially if you're expecting additional content for free.

The only time they can ever get in trouble is when they're releasing cash shop armors at a ratio of 6 for every one in-game armor set.  Your players should never feel like they're being backed into a corner when it comes to spending cash.

Create parity.  Do your best to create parity (armors in the cash shop and game that people will like equally).  People enjoy a fair system.


#2315656 Pay-to-win

Posted Desild on 10 April 2014 - 07:54 PM

So you want objective? I'll give you objective. With a few bullet points for clarity.

Do I believe Guild Wars 2, at it's current state, is a P2W game? Yes.

How P2W is Guild Wars 2? Not much, but it is still there. The ability of instantly recieve exchangeable wealth in a game at the cost of real currency should at some degree be considered P2W.

Is P2W inheritely bad on itself? No. EVE uses a similar method with the ISK > PLEX system. DUST 514 is also similar in the P2W methodology and I still play it for what it is. Ragnarok Online 2 has a very well developed Cash Store and I support that game. If the term P2W grates you for being offensive or an innappropriate term to address your favourite game, that's fine, but lets not call a sheep a smerp.

What makes it bad then? When the sheer bulk of new rewards and items added to the game are all syphoned to the Gem Store, as opposed to enrich the gaming experience. Not a single Complete Armor Set has been added to the game outside of the Gem Store in nearly two years, and I find that to be a very concerning problem. Being able to directly purchase them by converting Gold to Gems is not a good alternative to being in a reward barren game. And by rewards, I mean permanent rewards, not one-shots that ostracize new players that begin their careers nows.

What should be done to fix this? A more equal distribution of art assets. More rewards for actually playing the game. Include rare items with exclusive looks as drop rewards, as opposed to the bland "Ectoplasm Salvages" we currently have as drops. Permanent content with permanent rewards.


#2314802 How Players are Permanently Changing Guild Wars 2's Living World

Posted Mordakai on 07 April 2014 - 07:27 PM

View PostDesild, on 07 April 2014 - 07:13 PM, said:

I specially liked how I my alt could see the Epilogue of the Living Story, despite the fact she never saw those people before. Trully a life changing experience that I was in complete control.

Damned PR propaganda...

Yes, the major downside of account based content.

"Thank you, [brand new character], for killing Scarlet."

The worst part was getting those exploding packages for each new character after the attack on Divinity's Reach...


#2314793 How Players are Permanently Changing Guild Wars 2's Living World

Posted Desild on 07 April 2014 - 07:13 PM

I specially liked how I my alt could see the Epilogue of the Living Story, despite the fact she never saw those people before. Trully a life changing experience that I was in complete control.

Damned PR propaganda...


#2314157 Cash->Gem<->Gold Conversion

Posted Gyre on 04 April 2014 - 06:23 PM

Kind of amazing that what was a bannable offense in GW1 and still is in GW2 is now perfectly reasonable provided you go through the correct channels to do it.  It's even more interesting that it's now socially acceptable so long as it's going to NCSoft at large and not necessarily GW2, just not those terribly evil gold farmers.


#2313614 Pay-to-win

Posted Desild on 03 April 2014 - 09:54 AM

View PostMordakai, on 03 April 2014 - 02:08 AM, said:

Life is a skinner box.  :)

Seriously, people throw terms around too loosely.  We play things because they are fun...  so, if hitting buttons gives you pleasure, than yeah I guess all video games are "skinner boxes".

As a Psychologist, I believe you are grossly misunderstanding the principles behind Skinner Boxes yourself. Life is not a Skinner Box. Conditioning is a learning mechanism that's key for survival, and it was a trait adquired to increase the rate of survival.

You can condition a rat to pull a lever and get a treat. What people forget is that you can condition a rat to pull a lever to stop the cage from electrocuting it. Conditioning works both to stimulate and supress behaviors. We can go further with Pavlovian Conditioning, in that you don't even need to throw a complete stimuli if the dog is conditioned to associate a sound with food.

What happens in Guild Wars 2 is that rewards overall are bland and almost non-existing. What keeps us going is the occasional "reward" they throw at us in the form of the Living Story, and the limited time rewards tied to it. Then we have the actual treasures in the game, that are gated with token systems or ludicrous amounts of rare items needed to craft them. Rewards are not intrinsic to the game and must be worked hard to achieve, that is fair right?

Then comes the Gem Store, that throws the reward scarcity out of the window and offers instant gratification at the cost of a Credit Card swipe. If the game feels unrewarding, a couple of hundred of gems will fix that up for you. But then you'd say, oh but I can use gold I got from doing content to buy gems, but then we go back to the time gated thing since you only gain so much gold within a short period of time before the game starts cutting your legs.

This game offers Instant Gratification in the Gem Store, and conditioned the entire game to only rarely give similar Instant Gratification. Then they conditioned the game to give an advantage to players that pay with moeny than those who pay with time for they gratification, instead of charging us all equally for our time and opportunities in game, like they used to in GW1.

So when you tell me that this isn't P2W, I start to believe we don't have the correct definition for this term. Then I urge us all to come up with a 2W term for the game, like P2A or G2W. Pay to Awesome or Gems to Win.


#2312440 Say Goodbye to Armor Repair Costs and Hello to Free Trait Resets

Posted ben911993 on 29 March 2014 - 06:17 PM

View PostMinion, on 28 March 2014 - 05:13 PM, said:

If anything, dungeons need a failure state more so than being made easier.

I can't express how much I agree with this. Pardon my GW1-fanboyism, but the possibility of outright failing missions in GW1 ensured that only competent groups could complete the game and make it to the end, especially in hard mode. So while I like that armor repairs will be free now, it really does dumb the game down a bit--now the only punishment for dying is a waypoint fee and the inconvenience of having to walk to a repair station.

I'm completely on board for the free trait re-specs though, that's something that should've been in ages ago. However, I think there should be a system similar to the wardrobe, but for stat sets. Just as legendary weapons can change stat set on the fly, the wardrobe should have the ability to change the stat set of a piece of gear, but only to stats you've collected for that piece of gear, and without using transmute charges.


#2310940 Announcing the April 2014 Feature Pack!

Posted raspberry jam on 26 March 2014 - 10:01 AM

View PostGraka, on 20 March 2014 - 03:09 PM, said:

And this is why I have faith in Arena Net. People try to marginlize them, show them as a company of incompetents and boobs, and then they show everyone why they are one of the best gaming companies on the planet.
Before release: Dyes will be account bound!
Near release: no wait we changed our mind
One year later: Ok, we'll give you what you paid for.
Fans: BEST GAMING COMPANY ON PLANET :wub: B) :D


#2308903 Tera Rising & Guild Wars 2 - new classes

Posted Desild on 20 March 2014 - 05:46 PM

View Postraspberry jam, on 20 March 2014 - 05:31 PM, said:

I wish they would have done that in GW1 instead of adding those 4 weird classes.

But Ritualists were so cool!


#2308621 The Trinity, Roles, GW2, and You

Posted raspberry jam on 20 March 2014 - 12:03 PM

View Postgw2guruaccount, on 20 March 2014 - 11:48 AM, said:

TL;CR: There is a stark difference between "interdependence" and "knowing you'll lose because your party isn't composed perfectly."
You make some good points here. Games like D&D have roles too; that these roles are weaker is beside the point compared to a much bigger thing. In D&D it's perfectly possible to have a party of only wizards and they'd do great despite not having tanks and healers etc. Why? Because the content in D&D isn't generated two years ago by some guys in another country (or, well, it might be, actually, but follow me here), but by someone who sits right in front of you and who have an interest in taking the entire party, and not three million other players, for an amazing adventure. So those 4-5 wizards will be able to adventure perfectly well simply because the DM sets up an adventure appropriate for 4-5 wizards (or, depending on the group, he might drop them into an adventure that is completely inappropriate for them, just to see how creative they can get in surviving it).

But when played on a computer, with the extremely limited UI compared to a pen&paper game (where the "UI" is basically every means of communication you have towards the DM and other players), creativity is taken to nothing. Bonding with other players around a table in a group that plays for maybe years cannot be compared to bonding between players within a PUG who know that they will never meet again (and if they do, won't remember the other guy anyways). And so on. All this serves to make MMOs very focused on mechanics, on rewards, on numbers etc.

...I have much more to say but need to leave for lunch. <_< Will be back later.


#2308360 The Trinity, Roles, GW2, and You

Posted raspberry jam on 19 March 2014 - 05:08 PM

View Postmaster21, on 19 March 2014 - 05:03 PM, said:

No, there aren't any roles. Any.
You have goal
survive
kill
All you can do is to put more focus on defense, more focus on offense, more focus on offensive support etc.
This is exactly why no roles lead to a flat and boring game. There is nothing to do except survive and kill stuff.


#2303336 If they came out with an expansion tomorrow would you buy it?

Posted Konzacelt on 04 March 2014 - 09:15 PM

View PostDahk, on 04 March 2014 - 07:48 PM, said:

I think the only reason it would be disappointing is because cultural diversity is handled much better in GW2 than it ever was in GW1.

In GW1, the cultural differences we got were from expansions that just made new areas totally designed around a single stereotype (i.e. the Chinese expansion, the African expansion).  In GW2, we got a mix of cultures that involved more than just humans being involved.  While there are still a lot of archetypes that we're beaten over the head with (all norn are braggarts, all asura are snobbish intellectuals, etc.), the newest characters in the living story have really helped portray the races as collections of individuals that are not just diverse from other races, but also diverse within their own race.

And while the landscapes in GW2 aren't really revolutionary, ArenaNet has come out with some of the most innovative cultures in the MMO genre.  The Sylvari are probably the best example of this.

Wow, I disagree with this lol.  The cultures in GW1 were at the least original.  And when I say original I say it in relation to the fantasy genre.  Did they borrow heavily from real life?  Of course they did.  But they only used as much as they needed to form a framework for the various cultures.  From there they molded their own pottery, so to speak.  You use the Canthan and Elonan examples, but even these are broken down into various subcultures like Gothic, Egyptian, SE Asian, Arab, etc.  And further still, these subcultures, aside from their RL inspirations, have huge amounts of creativity attached to them.  They each have a foundation of borrowed themes, with a highly original house built on top of them.

By contrast, the GW2 cultures borrow heavily from common fantasy tropes.  Asurans are arrogant gnomes, Charr are industrial feline orcs, Norn are drunk vikings, Sylvari are wood elves incarnate.  Even humans are plain Jane white euro-models.  The archetypical sea of races is astounding.  They've been done ad nauseum with fantasy, while GW1 approach was highly novel.  And while Jeff and Ree have given us a higher quantity of cultures to interact with, GW1 had a depth and breadth of quality that can't be matched here.

And yet, the RL things GW2 does reflect on are disappointing.
Example: Hair Styles.  Observe the hairstyles in the character creation screen in GW2.  A ton of them reflect modern, trendy hairstyles that exist in real life today.  There's little originality.  Next check out the hairstyle options in GW1.  Most of them have little to no resemblance to anything we have around today.  Each campaign has choices that are unique to either Tyrian, Canthan, or Elonan lands, not anything we have here on Earth.  It's refreshing and marks a willingness to set yourself apart from the crowd.

If you think that Factions was only a "Chinese" expansion, then you either didn't pay any attention to the game, or didn't play it much.  It's a general shame that the GW1 approach to cultural diversity was "dumbed down" in favor of this theme park stuff we have now.  I'd rather they had simply made a different game if they were going to do that, and not use the "Guild Wars" name for such a gaudy display of cliche this side of the Pacific.


#2302398 Why Being Efficient is the Only Thing Left

Posted raspberry jam on 01 March 2014 - 05:58 PM

View PostEpitaph_Blade, on 01 March 2014 - 05:44 PM, said:

Chess is the wrong game to pick for this comparison, since, it is one of the well known games for its sequences.

I like the previous response tho, there is truth in there, the game could be more responsive to player's actions, to stop them from doing rotations. But that won't make rotations worse, or less optimal. You will always seek, that packet of time, where you can get your perfect rotation, and do the best dps you can.

Btw, comparing every game with chess, is just cheap. There are a lot of elements that you have to dismiss in order to achieve the simplicity of chess, that many love in a game like GW2. Not being chess, doesn't make a game less well made.

pd: My statement goes directly to this kind of things. You can't have everything on a game, the depth of Chess is not compatible with a game that becomes complex for its enviroment, flavor, etc.

Also, what is "skill" to  you? In any kind of activity. what is gw2 lacking to achieve the level on which you consider it requires "skill" to be played?
But if it doesn't repeat it's not a rotation. Preferably you should be aiming at a sequence, and always expect to have to change intented sequences in the middle of things. You should actually never be able to think 10 skill activations ahead. In fact you should not be able to plan more than 2 or 3.

View PostPhineas Poe, on 01 March 2014 - 05:54 PM, said:

But how many MMOs actually have a system where DPS is about "intelligent usage?" It's not like GW2 was game to invent the term "DPS rotation."

There will always be better DPS options than others. And just because GW1 required resource management, it didn't make the game's DPS rotations any more intelligent. The elephant in the room here, of course, is that Thief has resource management through Initiative similar to how Energy worked in Guild Wars 1.
Optimal DPS in GW1 wasn't about rotations, exactly.


#2302083 Why Being Efficient is the Only Thing Left

Posted Konzacelt on 28 February 2014 - 03:06 PM

View PostPhineas Poe, on 27 February 2014 - 11:59 PM, said:

I always roll my eyes when people use Guild Wars as an example of profession/skill balance.
As do I when players use GW1 as an example of a bad skill system because there was "too much choice."

Quote

They were nerfing skills left and right. There were tons of absolutely useless elite skills. The oversaturation was ridiculous. Some skills were even directly copied and pasted into subsequent campaigns. Guild Wars 2 may not have a perfect system, but Guild Wars wasn't perfect either. That's why they didn't repeat it.
They didn't repeat it because it was too demanding for casuals and they wanted that casual money.  Period.

At any rate, being efficient is popular because there isn't really anything else.  The game simply doesn't allow for much invention, creativity, or anything resembling critical thinking.  Maybe I'm old fashioned, but I find that exceedingly boring and lazy for a 2012 AAA MMO.