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El Duderino

Member Since 25 Jan 2013
Online Last Active Today, 06:35 PM

Posts I've Made

In Topic: Is GW2 dead now or is it just the forums?

15 November 2014 - 03:48 AM

This is getting pretty far off-topic now...

In Topic: Is GW2 dead now or is it just the forums?

14 November 2014 - 04:33 AM

View PostMillimidget, on 13 November 2014 - 06:45 AM, said:

It's merely an acknowledgment that not every MMO gamer has a half-dozen friends, IRL or otherwise, who can join them at any given moment. Indeed, even if you have access to that kind of social group, it's still overwhelmingly likely that you spend at least some if not much of your in-game time as an individual, effectively. Which is why more than any other recent mechanic/feature in MMO development, group finders have been clamored for the most.

Thanks for the welcome back. It will be a bit less often and, hopefully, less confrontational.

As far as the rest of your post, I am generally an introverted kind of person, especially in games where I generally don't know anyone IRL. It took work for me to find players and guilds in GW1 when I started out. I had to get outside my comfort zone, but it was very rewarding. My guilds were always very small, PvP oriented, and very close knit. Thought there might have been some shakeups, I generally gamed with 3 groups of core people over my GW1 career.

I don't know if having to do cooperative missions in GW1 helped, but I feel that I never really felt like any of the GW2 guilds were for me. They seemed to be, by necessity of the game development, large guilds... something that is unattractive to me as I prefer smaller more intimate groups and chatting.

I do agree that I think it is disturbing that MMO's are becoming much more lenient towards players that want to have a single player experience in an MMO. Not to say that it shouldn't be present in all MMO's, but it shouldn't be something that is automatic either. Heroes were something that was a poor addition to GW1, in my opinion. Although, I can understand why they did it and how it benefited the game for a long time. But, creating content that is designed to be solo-able in GW2 has created an even larger chasm of problems, including the trouble we have with combat, balancing and overall team mechanics in the game - which is why I feel PvP will never work in GW2. The game is designed from the ground up, mostly as a solo-able game. That doesn't leave a lot of room for interesting team mechanics in regards to PvP.

View Postraspberry jam, on 13 November 2014 - 11:13 AM, said:

I think that GW1 had great PvP (the GvG), to me it resembled a mix between what Americans call "football" and a MOBA (hmm, that's not a very good description). Of course, not everyone have 7 friends. But it still worked and GW1 had thousands of guilds playing GvG. GW1, even the PvE part, was built entirely around it, and IMO it was a very big mistake to not build GW2 around a similar game mode.

This is, of course, my single greater problem with the game and what made GW1 very interesting and different from it's competitors. It was a PvP game from the ground up and PvE was built on top of that idea - which actually made PvE VERY interesting because of how well even AI could mimic interesting team combinations and challenges.

View PostFeathermoore, on 13 November 2014 - 02:28 PM, said:

On the note of "everyone not having 7 friends;" I was never able to pin 100% the reason why, but making friends was easier in GW1 than in GW2. The "never party or talk needed" design of GW2 definitely contributes to this, and is likely the largest reason, but it doesn't really explain why it actually requires work to meet new people in GW2. I played GvG in GW1 for years in multiple different guilds. Groups would collapse and I would move on. Sometimes I would get pulled along with a teammate who had a network that had a guild looking for players. Sometimes I ended up being invited into guilds while I was PUGing in HoH. Twice I even met my GvG group in PvE areas. Heck, my first guild only had 4 people that actually played GvG and we filled in with henchmen.

GW2 just isn't a social game at the core. Just like how LoL or Starcraft aren't social games. The design doesn't require/push players together. This actually can increase any feeling that the game is losing players. Since you don't really interact with others, it already feels less alive than an MMO that actually encourages socializing.

I mention this above, but at the very beginning of GW1, right through the PvP end game of Halls or GvG, you are being pushed together in teams. Not just that, but teamwork is required. In GW2, you can have a team get together and pretty mindlessly make their way through most of the game without needing to talk. In GW1, especially before YouTube, Wikis and Expansions created the way for more cookie-cutter builds, the game was so team-centric you either dealt with it or couldn't really play that far into the campaign or anything else.

It really goes to the design of the game. GW1 is a team game from the ground up and GW2 is a solo game from the ground up.

View PostMillimidget, on 13 November 2014 - 03:28 PM, said:

I kid, but I'm sure we've all noticed the same trend, and you're spot on in your analysis. The issue is definitely multi-faceted. To elaborate on what I was saying above in my earlier post, the act of sitting at the computer and logging into and playing an MMO usually involves you sitting alone in a room. It's a hurdle developers should be aiming to overcome when designing MMOs, but they've fallen into the trap of believing that they'll generate more revenue by taking a two-step approach of designing much of the game for solo questing, while slapping on some group-only content here and there; perhaps that's just a logical outcome of the casual v. hardcore debate.

Think of some of the great titles in MMO history, and how many of them absolutely required group game play, often for some relatively mundane stuff. Add in the growth of 3rd party voice chat, social media, and the proliferation of solo-friendly mechanics (ie companions/minions), and top if off with developers who just don't seem cognizant that you need to literally force people to interact, and it's no surprise that gaming has grown to be such a lonely experience.

I honestly think that had I found a good guild in GW2, I would have had a better experience. I never hated the game from the beginning, but it grew boring and monotonous very quickly. Now that I'm old and don't keep up with online games too much, is there anything out there that promoted team play that you can recommend? I would be interested in checking it out.

In Topic: Is GW2 dead now or is it just the forums?

11 November 2014 - 10:51 PM

View PostMillimidget, on 08 November 2014 - 01:41 AM, said:

Ironically, sPvP was something they could have readily copied from another game. Decent sPvP can handily increase the longevity of a MMO for many players; it's still one of the most popular draws in a similarly underachieving MMO, SWTOR.

They apparently spent a lot of time looking at, and studying, LoL for help with their eSports efforts. Furthermore, it's not like their previous game wasn't known for some great PvP. Between GvG (which still isn't available, right?) and Heroes Ascent, there was so much fun to GW1's PvP that it is mind-numbingly baffling GW2 didn't ship with good PvP or have it available soon afterwards.

In Topic: Is GW2 dead now or is it just the forums?

07 November 2014 - 03:39 PM

View Postdraxynnic, on 07 November 2014 - 11:03 AM, said:

You don't need to have a business background to recognise that in a saturated market where one or two players have already established market dominance, it's often better to target consumers that are dissatisfied with the existing offerings rather than aiming for the same player base as the dominant player. I've been saying it for years.

I agree with you! But, alas, there are many people that feel quite the opposite.

In Topic: I get the feeling GW1 lore is incoming...

05 November 2014 - 07:13 PM

I thought that it had been determined that ANet is not really interested in resurrecting much from the GW1 glory days. Hasn't it always seemed that the new ANet is a bit contemptuous of the old ANet and seems to want to do their old thing? Maybe things have changed?