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rukia

Member Since 17 Jun 2010
Offline Last Active Aug 30 2014 10:03 PM

#2317492 GW2 has a content, not a feature problem.

Posted konsta_hoptrop on 17 April 2014 - 07:58 AM

dude other MMO games that are almost 2 years old, added half a dozen new instances and dungeons at least(permanent) . new class, new skills. The Baron is right, content wise GW2 is behind other MMOs and online games. I know that diablo 3 isnt in the same genre but its nearly same age as GW2 and already has full content expansion....  
And please dont advertise that LS patches.. they are joke. Temporary content that takes max 2-3 hours to complete and most of them are based on gem store items and promotions. Game with name Guild wars 2 still doesnt has gvg battles and guild halls? WTF Anet. The reality is that the game was far away from finished when they released it and they still can't catch up , they still cant build the main game and its content and features, thats why i doubt we ll see real new content soon :S


#2317485 GW2 has a content, not a feature problem.

Posted Baron von Scrufflebutt on 17 April 2014 - 07:42 AM

I like the Feature patch. The PvP changes are atrocious, but since A.Net seems hell-bent on making GW2 into a PvE game, even that shit makes sense. It's not good, but it makes sense. Looking past that, as I said, I think there's a lot in this patch that one can like: A.Net is certainly continuing to push the envelope when it comes to making an MMO as accessible as possible. I've always considered GW2 to be the best MMO on the market when it comes to features and accessibility and this just further cements that position and leave the competition behind. GW2 set the bar and this is what I now expect to see from other MMOs. And sadly, those other MMOs are not achieving that bar.

The problem though, is that GW2's content isn't of the same quality as its features: while GW2 leads the MMO pack when it comes to features, when it comes to content, GW2, at best, manages to catch up, and at worst, trails way behind the competition. GW2 fails at incorporating those amazing features into a game worth playing: a superb dye system loses a lot of its shine, when the loot, that it's being used on, is utterly boring. Or the fact that you get to play with your friends from all over the EU (without being forced into servers), matters little when everything can be C+SPACE'd. We have an amazing foundation, now we need a game on top of that.

Once again, I like the changes and I can't imagine the game without them: but neither I, nor my friends, are playing the game. We see the game grow and it's amazing, but nobody wants to play it, because playing it isn't as amazing. And the reason why it's not amazing is because the game has a content, not a feature problem: thus, A.Net spending its limited resources on features is a mistake.


#2310811 Wardrobe, Charges should only unlock.

Posted gwgchrisatzazzle on 25 March 2014 - 11:17 PM

The problem with the new wardrobe system for me is that transmutation charges have to be used every time to change the look on a piece of armor.  This is bad for anyone for anyone who likes to change their look frequently.

Transmutation charges should instead unlock the look of a piece of armor.  So the player can then switch between without any restrictions.  This way Anet can still sell transmutation items and once unlocked we have no more restrictions.

Some say just do map completion.
*first that's boring
*2nd transmutation stones from map completion could get a NERF.

_____________________________________________________________________
With the new wardrobe being live.  My original idea for this post is no longer possible.  So this topic is changing to this: 1. Removing Charges From Wardrobe or 2. Buy Expensive item for unlimited Account Bound Charges (1500 gems or higher).

A wardrobe with no recurring fees can still make money for Anet. While expanding the player base to new players.

1. Removing Charges From Wardrobe
*Making the wardrobe 100% free of charges would be a great way to promote the game to new players.  
*Other items like the BLC will have to be improved to make up for lost revenue.

2. Buy Expensive item for Unlimited Account Bound Charges (1500 gems or higher).
*Buy once to give the player unlimited account bound charges
*Allows Anet to profit from wardrobe
*Still allows players to change their looks hourly if they want.

Restart this topic at Page 6 Post 162.


#2310352 Do you feel empowered?

Posted Desild on 25 March 2014 - 01:31 AM

Not sure what you mean. Showing Garrosh Hellscream who's boss made me feel pretty empowered.


#2310319 Do you feel empowered?

Posted ChuyDog08 on 24 March 2014 - 08:35 PM

I know I do and 5 others near me when I select the #5 Staff skill when running my guardian.


Empower

Sorry, I had to do that.  ;)

I think I have less of a feeling of empowerment in Guild Wars 2 than any other game I have played.  At some point in most games you feel uber.  With GW2 the down leveling takes that fun away.

Also, when you do feel empowered, ANet finds a way to take it away.


#2307259 Dynamic Enemy Leveling: Yay or Nay?

Posted Beyond Freedom on 16 March 2014 - 09:37 PM

View Postgw2guruaccount, on 16 March 2014 - 09:05 PM, said:

Instanced content has extreme limitations. It also promotes the already rampant LFG problem and combines it with a lack of reason to replay the instance.
LFG is also a problem with open world content, although it is usually formulated as:
- we couldn't get enough people on our server to defeat Tequatl so we had to guest on another server
- we couldn't find the right people on our server so we had to abuse the guesting mechanics in order to find our own private overflow to do this
- I couldn't get onto the map where this event was happening even though it was on my own server, I got shoved to an overflow where nothing was happening

All these issues are because "open world" content is actually instanced, it's hosted on a server and that server has limitations, and therefore all the problems you want to raise about instanced content are necessarily going to apply. The main difference between explicitly instanced content and open world content in GW2 is that in open world you get no choice whatsoever about who you play with.

Lack of reason to replay the instance? Well, usually a dungeon has several encounters to master and open world events have one. You're likely going to get tired of that one encounter faster than the multiple ones.

Damn, I broke my own rule.


#2307214 Dynamic Enemy Leveling: Yay or Nay?

Posted ZCKS on 16 March 2014 - 05:13 PM

View PostDesild, on 16 March 2014 - 02:25 PM, said:

Why not just stop coming up with Zerg-ridden Content and give us more dungeons and instances, which are easier to balance around a small group of players? Best part of the Nightmare Ends was the lovely instance.

This ^ a thousand times.

They say they want hard content but the problem is hard open world content is more often then not f@cked up by some idiot that does not know the fight or by a jackass who is trolling people.

What they need to implement is instanced fights where the difficulty gets progressively harder the more people you bring & the rewards get better (slightly) the more people are brought.

This would allow them to create fights that are hard & require allot of people (15-whatever) without trolls or ignorant people causing others to suffer.


#2307193 Dynamic Enemy Leveling: Yay or Nay?

Posted Desild on 16 March 2014 - 02:25 PM

View Postgw2guruaccount, on 16 March 2014 - 02:15 PM, said:

Interesting idea. Yay or Nay?

Why not just stop coming up with Zerg-ridden Content and give us more dungeons and instances, which are easier to balance around a small group of players? Best part of the Nightmare Ends was the lovely instance.


#2309722 Why don't people like Activities?

Posted Featherman on 22 March 2014 - 06:54 AM

Wonky controls ruin Sanctum Sprint. The combination of wonky controls, awful hit detection and camera ruin the Southsun Crab game and Keg Brawl. If I wanted to play a racing game I'd play Mario Kart because that game is actually good, and I can probably find substitutes for the others if I was at all interested in their types of gameplay.


#2309629 The Trinity, Roles, GW2, and You

Posted Beyond Freedom on 21 March 2014 - 09:43 PM

View Postmaster21, on 21 March 2014 - 09:33 PM, said:

This healer react when damage done to some player happened. His reaction is to use some spell to heal. Spell choosen because of experience, intuition, whatever you call it.

In gw2 i watch the boss. Some attacks I'm ignoring some not, so filtering problem.
Puff we have 1 hit kill comming. My reaction is to dodge. Dodge in good direction to just get out of area, dodge with good timing to evade attack or..no dodge because I remember that I have aegis on me.

I don't see any difference in process here. For me it's the same.
That's why I just can't agree healer reaction has more "depth". That's it. That's all.
OK so in GW2 you have to watch 1 person (yourself), and you have 1 spell (dodge) that you have to use at the right time.
In a healer role you have to watch n people when n > 1 (including yourself), and you have m spells where m > 1 that you have to use on the different people at the right times. So you have 2 different dimensions of choice (beyond healing at the right time): (1) who to heal (in what order), and (2) which spell to use. Neither of those two dimensions of choice exist in GW2. Therefore a healer role has more "depth" than your GW2 play.


#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!


#2289729 ArenaNet to "address [...] the dominance of Berserker/DPS"

Posted master21 on 02 February 2014 - 03:33 PM

View PostDesild, on 02 February 2014 - 02:56 PM, said:

Try using Berzerker gear at level 43 fractals. Or 46. Come on, I dare you.

The first punishes damage centered builds. Try dodging your way out of losing 3% of you health PER HIT! One aoe and your chump meat.

The second cuts your healing if you stack together. Like less 33% per person within 200 yards near you.

ArenaNet is getting wiser of the gimmicks players are using to cheese their way in dungeons. At this rate, you will all be wearing CLERICS like me. Or knights... Or soldiers... Or whatever! But not berserker.

first punishes damage centered builds?
You still need to kill those mobs to get relief. You can do this with gadzilion of hits with you "cleric" or couple with zerk. I choose couple.

And 46. Because healing is reduced you take cleric gear? Really?

And still you can just plain screw this and play only level 50.


#2288655 Nothing is sacred, everything can be destroyed

Posted Sir Moak on 31 January 2014 - 06:13 AM

View Postrukia, on 31 January 2014 - 05:23 AM, said:

I almost forgot my annual mentioning of "still no word on particle slider!"
I wouldn't get my hopes up for the particle slider. I think the excessive use of flashy fx is there to cover up one of the great flaws of the game: the lack of reactive combat. Before launch the devs promised a combat system where you could look at the animations of the enemy and act accordingly to counter those attacks. Since launch it has become obvious that with the exceptions of a few boss battles and some low level mobs this concept does not work in GW2. So might as well cover it up with some flashy stuff. Just compare the enemy numbers and behaviours in a starter zone to the nearly instant gang own in Orr. There is no way to react to all the quick casting attacks with your relatively long cooldown utilities.
"Fortunately" this isn't a big problem, since there is no need to counter anything when facerolling dps works just fine. It's just a shame that this eliminates the need for intelligent builds and playstyles.

Oh, and this is just one of the things that was promised in GW2, which was "forgotten". I actually watched the "manifesto" videos a few days ago and realized how much of the dev's plans have not been implemented.

This might seem like a bit off-topic, but actually this type of problem can be seen in all aspects of the game: the story, game mechanics, bugfixes, balancing issues, etc.

P.s.: not trying to ignite another flame war, just throwing in my two cents. :)


#2284167 Nothing is sacred, everything can be destroyed

Posted Desild on 23 January 2014 - 08:46 PM

Denial. This is sheer denial. They are in denial.

The living story is paying off? Oh really? In what way? How you can seemingly waste minimal development time to produce bite-sized content used to fuel your cash store driven game? Or how you use psychological conscription to force players to consume that content at the risk of missing it out forever? I can only wonder...

The only reason they are dodging an expansion now is no doubt because players can dodge expansions themselves when the game gets crooked. As we are now, playing for "free", we don't see the wrong in some of the money grabbing schemes they are pulling. The anguish of the lack of loot, the draining of quality rewards to cox boxes and cosmetics and the laziness that goes to the actual few rewards we get.


#2284155 Nothing is sacred, everything can be destroyed

Posted Konzacelt on 23 January 2014 - 08:33 PM

"You know, like you would in the real-world when something momentous happens!"

I can't tell which is worse: that ANet likens a game to real-life, or that they think the LS is momentous.