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Loperdos

Member Since 28 Sep 2012
Offline Last Active May 29 2015 01:18 PM

#2354758 Will you play again?

Posted Konzacelt on 21 April 2015 - 03:05 PM

View PostHaggus, on 20 April 2015 - 09:54 PM, said:

I used to gripe about the cash shop...till I remembered how easy it is to make gold in this game.  Seriously, I can pay for an extra character slot or inventory through a week of champ train and/or world boss running, if I feel the need.  That means... lemme spell it out...I don't even need to pay real money in the cash shop...ever!  Even if I want to(you know, to actually pay the salaries of those making the game), it's not like it's a ridiculous price for the items.

That's exactly my problem with it.  If anyone wants to have any chance at making money in this game, they have to do things that are mind-numbingly boring.  Chasing boss/champ timers all over the map in a never ending circuit of 1-spamming, screen-freezing, rainbow pyrotechnics should be no-ones idea of good gameplay.  Neither should staring at TP for hours like it's the stock ribbon on the bottom of your TV screen.  Dungeons are a little better, but even they still become grind-fests after a few runs.

All that stuff above should be for skins or rare items, not making basic money.  Anyone should be able to make a moderate amount of money just by basically doing anything in the game.  Want to spend 100 hours for map completion?  Or go through the entire storyline?  Make it worth more than a few nifty skins or a Legendary ingredient.  I've specifically stayed away from all of the world/boss/champ timers in every map, stayed away from dungeons and Fractals, and not touched the TP.  And I can tell you you don't make jack squat by doing so.

That's crappy gameplay design.  Most games make you spend hours doing those things you mentioned for a chance at a rare drop or cool skin or whatever, and you could earn good money along the way just by spending time playing the game.  Not GW2, these guys at ANet actually want you to do those things just to make ends meet.  It's not only asinine, but sad.  GW2 Tyria is one of the most beautiful digital worlds ever designed in an MMO.  Yet if you want to simply experience it at a truly intimate level, you better do it in between "money-making" times because there's simply no way to earn some cash having fun running around Tyria unless you are making pit stops at all the WB spawns along the way.  I guess it's a great time to make yourself a drink or have a smoke, you certainly don't need to be in your chair for group-killing any boss/champ less than Teq.

Or even better, roll a joint and let the pretty color show on your screen trip you out.


#2353336 Will you play again?

Posted Datenshi92 on 18 March 2015 - 03:45 AM

View PostPhineas Poe, on 18 March 2015 - 01:15 AM, said:

For "endgame" options outside of crafting a legendary you have:

1. World vs. World
2. Player vs. Player
2. Living Story S2 + Silverwastes/Dry Top
3. Fractals of the Mists

I can understand someone quitting at launch for a lack of endgame, but you cannot reasonably suggest that the only thing to do at level 80 is grind dailies when they have rigorously overhauled the "endgame" of WvW and PvE and even went back and fixed PvP's rated arenas with good rewards that actually lead back to PvE progression (e.g., reward tracks and dungeoneer title).

I did not suggest that the only thing to left to do are dailies... you're the one assuming that. What I said that it takes more than an overhauled daily reward to keep me interested in the game. The reason why I didn't mention the other things you can do its because I think they're insignificant in the greater scheme of things. When half of the stuff they changed is something you're not interested in and the other half is just "meh", like achievements, you kinda end up in the same predicament a I.

I've had GW2 since launch and I'm well aware of what has changed ever since, including the "rigorous overhaul" they did towards the end. I still keep up with with the news and patch updates, even though I don't really play the game anymore. My problem is that, to me, the game got reduced to a zerg-fest and a dungeon grind. PvP and WvW are pretty much straight out of the equation because I don't like it. PvE is my only option and even that I'm struggling with because I've done so much of it that I just burned myself. I have leveled dozens of alts (including classes that I deleted and re-done), I've got more than 8k achievements (including dungeon master), I've got the armor I wanted, I have completed the story, I've done my share of SW and dungeon farming, I've had more than 300g in my wallet (not the richest person in the game but for me it was a lot), I've burned a small fortune trying to get precursors from the Mystic Toilet and I've done enough fractals to last me a life time. Titles and achievements are nice and all but they can't really replace real gameplay content (i.e exploring NEW maps, progressing through the story, doing NEW events, more mini-games, etc).

The "rigorous overhaul" they did feels like bones they have thrown at us to keep us occupied while they work on REAL content. There's a huge time gap between the point where they stopped working on GW2 and the point where the expansion will be released. The Chinese year event doesn't count by the way. I don't know... I just feel like the game has nothing else for me. But like I said before, this could also very well be a personal problem of mine with MMOs - either they're really crap or its me who is growing out of them. Maybe both.


#2351704 Will you play again?

Posted ilr on 21 February 2015 - 10:03 PM

I'm thinking no...  And it hurts to say that b/c Maguuma was my favorite zone in Gw1.   And what they're saying about Combat itself and how they're tentatively admitting that they completely DESTROYED the depth that Gw1's combat had ... is an important first step. But I completely do not trust them anymore to actually listen to the hard-cases in the community to fix any of it.   All they want to listen to anymore is the Fanboy Whale minority who would be happy with whatever they did anyway.  It's not like the days of Gw1 where you could (still today even: go all the way back in the Dev's archives of the Wiki and Guru to....) find them constantly working with the disenfranchised and hardcore audience to solve real issues.

Instead they had these heavily sanctioned little threads on their official forum where the Designers obviously just gave up not even 1/10th of the way into the discussions.  They've made it really clear time and again that they only want to do what they want to do and what they want to do is to never deal with any of the challenges ever again that made GW1 the complex game that it was.  They're simply not responsive.  They don't say what they're thinking.  They do everything they possibly can to avoid tackling real criticism. I see them now as being everything that's wrong with the new Overly-Politically-Correct Afraid-to-try-Anything-Dramatic WestCoast-Culture Cabal within the gaming industry that is passive-aggressively trying to take everything away that we loved about old-school gaming.  

It is impossible to trust them anymore b/c they made it abundantly clear that Transparency and Honesty are meaningless to them.  They embody the completely insular polarization and cronyism and corruption which is fueling the culture divide that the gaming community is at war with itself over right now.


#2344524 Introducing the New Daily Achievement System

Posted El Duderino on 16 December 2014 - 04:14 AM

Doesn't it just seem so desperate to have to give people rewards simply for deciding to turn on the game? I mean, do people have no other reason to turn on the game than to simply get a reward? And, then what? Is that all they care to actually do and then they log off? The whole thing seems derpy to me as if it is some last ditch effort to try and push people to play the game.

Seems to me if people like the game, they don't need to be incentivized just to log in.


#2344512 Introducing the New Daily Achievement System

Posted NerfHerder on 16 December 2014 - 12:33 AM

When you reduce the argument to "login = win game", it seems derpy. However, some players have busy lives. Ive been in the middle of my dailies and been called in to work, family stuff, etc. Now you get a reward, thats not game breaking, if you dont get time to play or have to leave in a hurry. At least we get a QoL improvement than no update at all, right?


#2344235 Introducing the New Daily Achievement System

Posted Mordakai on 11 December 2014 - 02:55 AM

View PostSatenia, on 10 December 2014 - 11:29 PM, said:



And precisely because of that business model they have absolutely no obligation to keep up the bi-weekly rhythm over the holidays or even offer you something on top of their scheduled announcement such as this change to the daily achievement system.

If the kind of consumers who complained previously in this thread had indeed any saying, I'm fairly sure Anet wouldn't make a single buck with this game because said consumers keep on moaning about "how they don't financially support them till they make proper content" - which of course never happens because they are impossible to please. Empty consumers promises don't look very good on a financial report I'm afraid. They also do not make a company want to work overtime or involve them into decision-making processes.

Based on this research from April 2014, the average revenue per user is about 3.88$ - give or take a few. The important part to consider here is that because there is no actual sub, those players who actually do spend money on the game end up far far higher than this average, meaning they carry a whole bunch of those "complaining free-loaders" I've mentioned.

Since you brought up fairness, next time one complains about the games content or the perceived lack of such, said person might want to consider what his personal average spending per month is and how that stands in relation to what Anet should deliver to that person in return. We might just start seeing more constructive points in the future.

It's not just about content.  Hell, I played GW1 for years with no meaningful updates.

But Anet is the one who promised "an expansions worth of content.". They are the ones who claimed we would be getting the same updates as a sub game.  I didn't expect it until they promised it.

And I've spent well over $200 on this game expecting them to deliver.  Now it's over 2 years in, and nothing to show for it but gimmicky LS segments.


Where are the major game-changing new professions, races, or at least weapons needed to breathe new life into this game?


#2344196 Introducing the New Daily Achievement System

Posted El Duderino on 10 December 2014 - 06:53 PM

View PostSoki, on 10 December 2014 - 06:41 PM, said:

Daily Chores redux.
Is this what ANet has? Is the Dev team really that small now?
What a sad sequal to GW.

I just don't understand the excitement of what amounts to chores in a game. Games are supposed to be fun. Chores... aren't... fun...


#2344187 Introducing the New Daily Achievement System

Posted Baron von Scrufflebutt on 10 December 2014 - 06:24 PM

I guess the LS is not pulling in the amount of people they would like to see, so they need to resort to things like rewards for simply logging in?


#2338269 Thoughts on the September Feature Pack?

Posted Dahk on 05 September 2014 - 06:49 PM

Well, the feature pack is a bit disappointing, for sure, but it hasn't killed off my interest from playing.  However, it is really sad to see how much of the community (at least at GW2Guru) has departed though.  I really love this forum, but so many sections seem to have really died off since so many people have stopped playing.

Hopefully we see some meaningful addition in the future, but if there's not...well, EQ Next looks promising. =P


#2337810 Thoughts on the September Feature Pack?

Posted draxynnic on 02 September 2014 - 05:24 AM

View Postturbo234, on 31 August 2014 - 08:28 PM, said:

When I see each update, I continue to feel like the game was not ready to release. The "expansion pack worth of content" is not accurate to me. They added a few areas sure, but each update seems to be the same thing, a couple of small quests and a new group of weapons. As some have said, there is too much that they are avoiding for the time being, and I have stepped away with hopes that one day they really start addressing the bigger things, and really adding content. Classes, continents, skills, weapons etc. An area every half a year doesn't exactly add up. They had a good system with gw1, I'm not sure why they strayed so far from it.
The profession side of things is a little unfair - ArenaNet said right at the beginning of GW2's development that adding two professions every six months was clearly untenable in the long run - partly because of the balancing issues, and partially because, let's be fair, making a complete profession, including coming up with a theme, playstyle, and mechanics, then implementing that, both in the form of character models and in skill animations, is a lot of work. Thus, they explicitly stated that they were aiming to cover every playstyle that fit within the philosophy and mechanics of GW2 among the professions available on release, and then were only likely to introduce a new profession if they found they'd missed something that couldn't be filled by existing professions (and having different effects while following a similar playstyle don't count).

On the whole, I think they did a good job there. Not perfect - there are certainly gaps - but they're not ones that are particularly easy to fill. I've sketched out a few as mental exercises, but most either come out looking like an existing profession with the serial numbers filed off, or involve new mechanics that wouldn't necessarily be easy to implement. Note that back in the day I made pretty good predictions on both the mesmer and engineer - so while I'm still only one person, I've probably got a reasonably good handle on their thought processes there.

Continents, especially continents plural, I can accept the argument of the maps taking longer to make than GW1 maps. I'm not convinced the difference is so great as to be the difference between Factions and Nightfall on one hand, and Mad King's Labyrinth, the Wintersday stuff, Southsun, MF, Labyrinthine Cliffs, Queen's Pavilion, the two Aetherblade dungeons, Thaumanova fractal, Tower of Nightmares, Dry Top, Edge of the Mists, and assorted changes to existing maps on the other, but I can accept the argument there.

Skills and weapons, now... as I've said, development work that went into making the special effects for things like finishers and permanent harvesting tools could have gone into effects for new skills. Balancing would, of course, be an issue, but that may be a swing that goes both ways - from my observations some of the hardest professions to balance do seem to be the ones that have fewer options (because they tend to be very good at what they do well with those options, but take that away and they don't have much to fall back on), and giving them more options makes them less reliant on the style of any particular build.

Regarding what ArenaNet is doing with a 'tech debt': that might well be a reason, but as has been said before:

1) People will tend to judge based on the industry standard. Consider working at a job - an employer isn't going to have much sympathy for your special circumstances if you're underperforming, unless you give them good reason to believe that those circumstances are something you can get past and then your performance will pick up. And ultimately, a business is paid by its paying customers. If ArenaNet is underperforming because of something they expect to get around, then they should give us reason to expect that they will at some stage get past it and resume acceptable performance.

2) Unless given reason to do otherwise, people will base their expectations of future performance from past performance. This is partly where all the GW1 comparisons come from, which may be a spot where past exceptional performance is biting them on the foot. Now, though, most players are basing their future expectations for GW2 on the past two years, and a lot of people are growing sceptical that ArenaNet has any long-term plans for the game to speak of. If ArenaNet doesn't want people to base their expectations for the future of the game on the past - they have to give them a reason to.

Both these points, as you'll note, come back to the culture of secrecy. Now, I can appreciate that having people screaming on your forum about broken promises can be uncomfortable if you promise something and then you can't deliver... but in practical terms, I don't think such situations are really making anything worse except in giving the people who are unhappy something specific to voice their discontent over. The person who complains that something that was promised and that they were looking forward to got delayed or canned entirely is a person who may already have left under the culture of secrecy when they were given no rational reason to believe that what they expected was on the horizon at all.

At the moment, we have no rational reason to expect anything more than more of the same. No new races, no significant changes in skills, no new content beyond the rate we're currently getting. We may be wrong, but we have no reason to think otherwise.

For the record, my perspective is quite different to Poe's: most of my play has been either solo or as part of small guilds that have traditionally been made of people who knew each other from this or other communities - thus, usually relying on a core of players who play regularly and are willing to help each other out to achieve objectives. Such small guilds, however, tend to be quite sensitive to having people drop out of the game and losing critical mass as a result (particularly when people are in different timezones)... and this is something that's definitely been happening. This means that, to an extent, I'm actually content with the material that's been released so far being mostly soloable or open-world content - because my guilds have more or less fallen apart, this means I can still experience the story when I might not be able to if dungeon parties were required.

However, I'd really like it if GW2 was able to actually retain players like GW1 did, so that at least one of those guilds can recover and/or the next one I'm involved in doesn't have the specter looming over it of losing critical mass like previous ones did.

And, for the record, among many of those, I'm known as the person - in some cases the one person - who actually still has some faith whatsoever in the company. I'm here arguing because I haven't reached the point of not caring any more - I know several people who haven't. So that's a context to keep in mind - the people who are still here to argue are mostly those who do still want the company to succeed. The doom-and-gloomers declared their prophecy fulfilled and left months ago.

As I noted last page: one of you has set a date at which they'd start to get discontented, so the main difference between us is really a matter of where we set the time limit. Give it six, twelve, eighteen months, and you may well be in the position we are. How many people will then be in the same position you are now?


#2337804 Thoughts on the September Feature Pack?

Posted Phineas Poe on 02 September 2014 - 04:24 AM

View PostCalypso589, on 02 September 2014 - 12:56 AM, said:

1. The beginning of flame and frost started just as slow if not slower than the start of the current season. Complaints back then were the same as the complaints you have about the beginning of season 2. Namely that it's slow. I said then the same things i'm saying now which is that people should wait and see and voila! People such as yourself are now touting achievements such as Marionette or SAB so I wouldn't complain about only getting Dry Top so far.

Yes, the LS1 began with hammering signposts and ended with an open-world group-coordinated raid boss. When the LS2 was announced, we expected that it would build on the content we saw from January through March (Wurm, Marionette, Scarlet). We did not expect that we would be metaphorically going back to fixing signs, especially since they took four months to prepare for this season.

When taking under consideration what they got done on two month cycles, we did expect a couple new zones and some new dungeons or a raid boss. Of course, we all expected the first few releases to be a slow burn that would pick up, but we are now halfway through S2 of the Living Story and we are no closer to fighting Mordremoth than we were back in March. We have one zone, similar to Southsun, where there is nothing to do there unless you care about the zone-specific rewards. And while everyone is sitting and waiting for more new zones and possibly a dungeon or two, they make us spend an entire month running around cities and talking to NPCs instead.

And our outrage is "unreasonable?" I get it that you haven't really been around much the past year, but as someone that has, and as someone that has been relatively active this is the poorest showing of support for this game I've seen. They've taken more months off from PvE updates than they have actually delivering content, and what content they've put out has been woefully inferior to what we got at the beginning of 2014. Now balance patches only occur every six months, and all WvW is getting in this feature pack are new traps and siege golem mastery.

A very stark trend is developing, and it's not a very pretty one.

It was acceptable that the LS1 was slow to start in large part due to the fact that the game was still new. Fractals and Guild Missions were what took up the majority of our time, and a lot of players still hadn't gotten a legendary yet. A lot of the game's content was still fresh, and most players hadn't gotten everything they'd wanted yet out of WvW and PvP. It was acceptable for the LS1 to suck to start because there was enough to do in the game even without it; and it's why despite the fact that most releases of the LS1 were mediocre that people like myself still regularly played the game three to four days a week.

But dungeons, fractals, and guild missions aren't fresh anymore. WvW and PvP haven't gotten any real hardcore overhauls outside of WXP and rank point changes. And what new content we've gotten has pushed those gametypes in the wrong direction (Skyhammer, Edge of the Mists). It's also important to mention that there wasn't a four month gap where we got literally nothing at any point before the LS1 began.

We expected that the feature pack was going to implement some of these overhauls just in the same way the April feature pack redefined the game in a lot of ways (wardrobe, account-wide legendaries and WXP, etc.) but instead we're getting commander colors and a crafting UI overhaul. Yay?

I'm really glad we're taking another break for that.

You said the Dragonsreach was the type of content you've always wanted, but it was by and far one of their worst content releases to date, LS1 included. Part 1 was nothing but a series of conversation pieces separated by open world fetch/collection quests. The end boss fight was even a recycled boss fight from the starting charr instance. Part 2 was hardly any better being mostly dialogue. The end boss fight, granted, was enjoyable, but ten minutes of quality content is hardly something we should be happy about.

There was absolutely no reason why the Dragonsreach should have been spread out over a month anyway.

View PostCalypso589, on 02 September 2014 - 12:56 AM, said:

You DO NOT know how long the content in season 1 was actually in development for prior to being released. It could very well have been ready or at least fully conceptualized LONG before we even heard a rumor of it.

You can't compare the rate at which content was shipped in season one with the rate at which content is being shipped during season 2 without knowing the development process which brings me back to my main point.

Actually, we did know the development process. They were very forthcoming about that and they still are. The LS1 had 4 teams of 20ish people that were developing content on two month cycles. That was how they managed to release content every two weeks. They've gone back to only having one team for the LS2, and that meant we all thought the majority of the team were hard at work to make this feature pack something big.

So much for that.

I really don't mean to be so negative, and if you ask people around I was very supportive of ArenaNet and their direction for quite a long time. I would defend this game for pages. So please be careful about who you call unreasonable or pessimistic.


#2337795 Thoughts on the September Feature Pack?

Posted Phineas Poe on 01 September 2014 - 10:12 PM

View PostCalypso589, on 01 September 2014 - 06:52 AM, said:

I hold Anet to high standards but i'm also not unreasonable.

....

I'm hoping what they do in the future meets your standards as it appears they are VERY high.

This is so bullshit.

They developed LS1 content on very strict time frames of 2-3 months, starting with Guild Missions in the early months of 2013. From that point onward we got Edge of the Mists, Molten Facility, Southsun Cove, Labyrinthine Cliffs, Super Adventure Box World 1 and 2, the Aetherblade Retreat, Marionette, Scarlet, Wurm, Tequatl 2.0, the Thaumanova Fractal, and Twilight Arbor Aetherpath. That was all released in the span of roughly one year. Nobody complained about the quantity of this content; most criticism was that it was temporary, or that what was spread out between these events were largely fluff.

I cannot establish this enough: I played this game for 4000 hours over the past 2 years in large part because of this stuff. But the LS2 has me sitting on my hands wondering how I'm going to keep my guild interested in this game. We had to start coming up with new events to do together as a guild, but GW2 isn't a sandbox. It doesn't really facilitate player-driven content, and reward for this stuff were coming out of our own pockets.

Just for some perspective: Scarlet Briar died in March. We haven't seen shit from ArenaNet since except for Dry Top. I cannot stress enough how slow the past six months have been from a guild management perspective. With the megaserver there is very little incentive to do open world content as a guild, and we haven't seen a new fractal or dungeon in quite some time.

Is it really "unreasonable" to ask that they dedicate six months of their FULL resources and come out with a few new dungeons or some fights equal to Marionette? I mean seriously. If 20 people can put together Wurm in 2-3 months, if what the LS1 teams did was only a mere fraction of the staff, then it's hardly unreasonable to think that they could be doing more. A lot more.

To position it differently, Guild Wars 2 was a completely different game between the start of 2013 and the start of 2014. Ascended gear, the megaservers, Wurm, Lion's Arch blown up, etc. etc.

Now think about the start of 2014 and what can be reasonably done within the span of the next 3 months. Do you think the start of 2014 and the start of 2015 will be all that different, at least remotely distant as 2014 was to 2013? Because I don't see it. Since March we've gotten one new map and some personal story instances. It's all right, but it's not enough. And when is the next feature patch that will actually have the stuff we care about like precursor crafting? Another six months at least!


#2337765 Thoughts on the September Feature Pack?

Posted Haggus on 01 September 2014 - 03:16 PM

View PostCalypso589, on 01 September 2014 - 06:52 AM, said:

I hold Anet to high standards but i'm also not unreasonable.

My ignorance (scratch that) OUR ignorance as players towards development behind the scenes obligates us to be a little less....what's the word......bitchy.

Call it making excuses but I prefer to take the wait and see approach rather than whine and call a developer's standards or priorities into question out of some unquenchable thirst for content since realistically the only option out of the two that will yield useful results is the former. After all, the threads on the official forums that typically get attention are the ones that are constructive and opinionated without being overly ignorant or rude.

I'm hoping what they do in the future meets your standards as it appears they are VERY high.

Wait-and-see is fine at release.  After two years, for me, I'm done with wait-and-see.  I'm at the "they need to s%$t or get off the pot" phase.  The China release, and all the tech mods that are bound to hit here, are the only thing keeping me around a few months.  Who knows?  The China release might be why we got what we did, so far, in LS2. As for high standards, if people didn't hold them to high standards, or they didn't hold themselves to such, how crappy a game do you think this would be?

Also, remember this: people don't complain about games they don't care about, or don't want to succeed.  The Navy has a saying: a happy sailor is a b------- sailor.  It's when the b------- stops that you have to worry.  That's when they just don't care.


#2337738 Thoughts on the September Feature Pack?

Posted RandolfRa on 01 September 2014 - 06:46 AM

View Postdavadude, on 01 September 2014 - 05:07 AM, said:

It's easy to be petulant about the lack of visible progress but that doesn't mean nothing's happening behind the scenes.

Aye, but in the end a customer is only interested in the actual product and how it compares to other similar products in the market. Whatever internal problems a company may have aren't relevant to the customer. If your services suck, they suck. In the long term it doesn't matter why.

For example in our context, I could care less how updated and streamlined the code base of the Guild Wars 2 client is. I care solely about what I experience in game.


#2337603 Thoughts on the September Feature Pack?

Posted Phineas Poe on 30 August 2014 - 03:24 PM

View PostMCBiohazard, on 30 August 2014 - 08:59 AM, said:

Only. Again, this isn't GW1. Realistically, MMOs spend the first year or two playing tech catchup, fixing or implementing everything that they wanted to do by launch but just didn't happen. It really is past those first rough years that any MMO starts to hit a stride in terms of content and feature release.

Well, yes and no. I think the practice that MMOs release unfinished is absolutely true, and is common in most genres across the gaming industry. And I think stuff like ascended gear and Fractals of the Mists are a perfect example of things they wanted to do on launch but didn't have time to complete.

Where my issue arises is that there are still issues/fixes that need to be done for GW2 to improve the quality of life of the end-game and they're instead focused on creating even more new content that distracts from these problems. ArenaNet has, simply put, said absolutely nothing about the state of fractals or the obviously flawed loot table. They've also said absolutely nothing about whether or not more hardcore content like Tequatl and Wurm are entering into the game.

In essence, as a community we have been running completely blind over the past year as to what exactly the direction of the game is. This would more than be fine, but this has coincided with some of the strongest gem store pushes including, but not limited to infinite harvesting tools, copper/silver-fed-salvage-o-matics, costumes, toys, and mini pets. And any time questions are raised about the direction of GW2's end-game we're met with Colin Johanson non-speak so egregiously nebulous that even Peter Molyneux is taking notes.

But you are right on one point. It's generally common that MMOs don't really hit their stride until a few years into their life. It's at that point the dedicated community is established and the developers have a good idea in mind of where they want to take the game. FFXI was a good game at launch (provided it was 1 year old when it reached the States), but it didn't really enter into its prime until Chains of Promathia came out.

But the thing to keep in mind about all of this is that CoP built upon preexisting systems in FFXI. The Living Story S2 is entirely disconnected from fractals, dungeons, and even open world raiding. It all takes place in single-player instances and what open world content we've received is both (1) completely unrewarding for those working on legendaries and (2) does nothing to challenge or excite two-year veterans of the game.

What happened to stuff like Marionette and the Scarlet invasion? What happened to stuff like Flame & Frost? Super Adventure Box? S1 had a lot of bullshit in it and the story was awful, but it also had some very good content that was engaging, fun, and challenging. You had to work with other players to succeed.

In S2 it's all solitary. It's no where near as engaging as S1, even if the plot is better this time around. My guild has literally nothing to do in this game together anymore except Tequatl and Wurm, and that content is getting very old very fast. And while I'm more than happy with just walking away and taking a break until they add new stuff, I am beyond frustrated that some of my most dedicated guild members that step up every day still haven't been rewarded shit for it.

Guild Wars 2 so desperately needs both a reward system overhaul as well as more content that challenges players and does it in a way that is both rewarding and fun and they're instead catering to the lowest common denominator and new players. They're uplifting mouth-breathers that can't even figure out how the downed state works or find the weapon skill system too complicated so that they just get it all at once for each weapon.

I mean for ♥♥♥♥'s sake. While most MMOs refine their vision and create content for their dedicated core, ArenaNet seems to want to widen the gap farther, pull in even more new players that have different objectives, and tell their dedicated core that they can wait. Sorry but I can see when I'm being jerked around. I quit World of Warcraft after Burning Crusade, after recognizing they were dumbing down the game to make a quick buck. I never went back because what I researched years later was an entirely different game.

I actually think GW1 is a terrible example to follow as the systems in place during Prophecies and in Nightfall might as well be different games. And unfortunately I worry the same thing is starting to happen here. I have no doubt in my mind that GW2 will continue developing while I am gone.

I am merely concerned that it's developing in a direction I do not like.

Boredom is more than acceptable after playing a game for 4000 hours over two years. But I just feel so slighted that I never got that fractal axe. That I never got those Wurm gloves. That I never got a single precursor drop in the world or in the forge. There's legendaries I want to make but the path of obtaining them is just so unfun, grindy, and abusive. The only reason I finished Bolt is because a guildie gifted me Zap. I was about to quit the game at that point, but his donation gave me reason to stay.

A little RNG is OK. But it feels like everything in this game is at the whim of it. I raided in FFXI two days a week for two years and was the best geared bard on my server in full AF2. I raided in WoW for a year three days a week and walked away being one of the best geared rogues on my server. I raided Tequatl nearly every day for a year and got one weapon skin. How is that OK?

I invested way more time into GW2 than I did FFXI or WoW and yet I'm far less rewarded for it.