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Bryant AgainMember Since 20 Aug 2009
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- Age 25 years old
- Birthday January 24, 1989
Posted Alleji on 13 July 2014 - 05:24 PM
Game has no replayability, so whatever content they put out is going to be played through quickly and left behind and it's impossible to produce content faster than players will go through it if there's no replayability. The worst part is that the content they already produced in the past isn't even there anymore for new players or players who took a break.
I don't think it's even possible to create content with high replayability value ("endless grind" doesn't qualify) in GW2 without overhauling the core of the game. It just wasn't designed that way and changing it now seems way too late. It needed to happen in 2012.
Posted Feathermoore on 26 June 2014 - 07:28 PM
Mod mode over.
While it depends on what you are looking for, yes GW2 is worth the buy if what you have seen so far interested you. I remember how leveling my first character was a blast. I got maybe 60 hours out of that character before I even started an alt. I got the second character leveled and through the game and that one really became my main. I haven't been able to get a single other character above 40 since then though. The leveling experience is great, the first or second time around. The third time I wanted to smash my head on my keyboard since there was literally nothing new to do. So, if you are an altaholic, step with care. I know tons of people have many more 80s than me, but I can 100% say I will never have more than 3 unless a massive expansion comes out that I can level a new character from 0-80 in.
I won't harp on PvP. If you want sPvP, don't bother. The game is 2 years old, the PvP won't suddenly start. As for WvW, some people love it and some people hate it. I personally can't stand it, which was unexpected as it was one of the big features I was excited for. I come from DAoC whose RvR system is what WvW is obviously based off of. If you played that, step carefully. If you consider something like EVE to be the pinnacle of large scale PvP, step even more carefully.
Base PvE? Simplistic and not really challenging, but most MMO players aren't actually looking for a complex combat system. They often complain about features that increase depth if they also increase difficulty. But the PvE experience is worth the $40. If I look at GW2 as a single player RPG I would be satisfied with the amount of content and time I got out of my purchase. If you like single player RPGs? Play GW2. If you don't, and you like MMOs, don't play GW2. It is weird, GW2 is mechanically an MMO unlike GW1. Yet GW1 somehow feels more like an MMO than GW2 for me.
If you do play, research the classes before hand. It can take up to level 40 or 50 to realize you really just can't stand this class. I hit 80 with my elementalist and was dumbstruck at how I wasn't having fun anymore. Leveled the necro to 80 and haven't touched the elementalist since. Which annoys me since the elementalist has the name I use for my character in every MMO ever.
Posted Baron von Scrufflebutt on 26 June 2014 - 07:45 AM
I have to wonder if the engine will be able to handle such locations; it looks stunning, but as soon as one doesn't have massive, open fields the camera in both GW1 and GW2 has consistently gone berserk. Walls need to become see-through, or they simply need to stop making content that takes place in corridors.
Posted Kuldebar on 25 June 2014 - 10:22 PM
GW2 was already a bit "dry" -meaning not rich or deep when it came to character development; now it's a virtual desert. The plodding unremarkable leveling of a new character is intolerable.
Level 30 before your first trait?
Forcing unpopular content on players is ANet's idea of a good thing?
TBH, I knew ANet was going wrong as a norm when the instant level 20 scrolls came out. Yes, I didn't appreciate the Ascended Gear mess, but ANet keeps the hammer hits on the coffin lid coming on a regular basis.
Posted Kymeric on 19 June 2014 - 12:45 AM
Published in 2011, it revolves around an MMORPG. This MMORPG was designed first, and primarily, as an economic engine, around which a world was built, finally wrapped up in a story and game. The core of it is the virtual economy that is designed to make actual currency, and the game is just there to give people a reason to engage in the economy.
Suddenly GW2 and several other recent games make so much more sense. This is why GW2 has a resident economist cutting down people on the forums who are trying to say the economy isn't making the game fun. The only reply you'll get in the BLTC forum is that the economy is stable and functioning well. Which, to someone complaining about it not being fun, doesn't seem like an answer at all. But it is. The answer is that the game serves the economy, not the other way around.
Which is why they don't even need a sub. A subscription model assumes that the game is an entertainment service provided in exchange for pay. It's antique. The new MMORPG is a virtual economy with an entertainment wrapper.
Posted Feathermoore on 19 June 2014 - 01:24 PM
Careful with that "always" statement. Neither EVE or TSW have a grind system above the level of the grind in GW2.
EVE has the skill system which can be seen as that, but I don't care how good you are at games in general; you will not be able to jump in EVE and understand how to fly higher level ships without losing them instantaneously. That is ignoring that you would have no way to afford them as a new player anyways. It takes a good part of a year to learn the game's systems and by that time your skill tree is well beyond what your typical resources/ship interests are. Unless you want to fly a capital ship, but that is generally limited by the player base even more than the skill base. A lone capital ship is a dead capital ship and you have to be trusted to be added to a capital fleet.
TSW is 95% casual friendly. Even more so than GW2 is. It also manages to be 70% ish hard core friendly with the nightmare raids and lairs that really don't interest the casual players. The SP/AP system does cap your ability to learn quicker if you pick the game up. But unless you are just looking up builds online with no thought of your own, the timing matches up with the average learning curve. People who learn faster feel constrained in almost every game really. No, it doesn't have a sub anymore, but it did and the base game design had that in mind.
The point is, a sub isn't inherently evil and it doesn't inherently impact game design any more than a cash shop does/could (also isn't going to inherently change game design). At the end of the day, the company's goal is to make profit and they will design their product in the way that will deliver the most profit. A big company, with a big huge hitting MMO may think the sub will work best. Another company may think no sub will make more profit. Either way, the game will be developed in a manner that will result in the most profit from their business model. Some sub games have used the "subs are just the way it is" model but tried to pull in a different niche by reducing grind (Tabula Rasa was another example of this). Some cash shop games have many, many times more grind than the average sub game and then sell things that reduce that time by massive amounts. Some games mix the two, allowing you to pick and choose what month to sub for (TSW).
So, while voting with your money is 100% correct (it is how capitalism works after all), just looking at the payment model isn't enough. You have to look at the whole business model. If you don't, Runes of Magic becomes the perfect MMO with it being free to play. Yet it is one of the grindiest games I have ever encountered. Taking an example from outside MMOs (I don't generally use MMO cash shops just because there usually isn't anything I want in them), I have spent a similar amount money on LoL to what I did on the subscription cost to EVE over the 3 years I played just because I like the game, like the company, and I actually have stuff to buy that I want to buy. The game is also built to push you to buying RP with the slow gain of IP. But the IP cost of champions gives you targets to shoot for. What champion do I want to buy next? Yes! I have Ahri now! Let's go pwn.
Can I give a lecture specifically on the Alphabet Soup agencies?
Posted Feathermoore on 18 June 2014 - 03:24 PM
I'm glad here's a game that does not make me 'pay' for things I do not need, or want to buy.
The OP doesn't think any of these would be entitled with a sub. The OP asks what sort of perks you would need to pay a sub and gave them as examples.
Kind of along these lines, I actually am favoring the TSW approach more and more lately. Sure it was initially a sub, but I like their current model.
You can subscribe to the game (monthly fee) which is basically a pledge to the cash shop as you get some of that money "back" to use in the shop. It also gives you access to new content a little early and some other things I think. They have the cash shop which has some clothing skins and exp boosts. Stats and armor are 100% separate in TSW. Clothing does not drop in the world, stats do. You buy clothes in the department stores or the cash shop. Cash shop clothes are fancy, but don't really fit the game world (aren't realistic like the in game clothes). But the game's main cash flow is from the "issues" which are basically content expansions. The story is advance through issues to a degree and more side quests are added (and are generally really high quality). You can choose to buy an issue or not. So the system is expansion based, but it doesn't have most of the downsides the typical expansions do. Subscribers get enough of their subscription back to get the issues included in their sub.
The issues don't include a new tier of gear. Though the Tokyo issue did actually introduce two completely new systems. The two new systems are active without the issue though you can't get the components without the issue (you may be able to trade for it). But that doesn't matter because the Aegis system (new system) only has any relevance in Tokyo itself, which you can't enter without the issue.
TSW subscription comes with perks. I have a friend that likes those perks and subscribes. I don't feel I benefit from them and buy issues as they come out instead. It is an example of a game that uses both systems in a non-annoying way for those that don't subscribe. Your play is not effected if you don't subscribe at all.
Posted Mordakai on 17 June 2014 - 01:47 PM
This seems like a right answer.
I am sure that they ran numbers on which areas are completed least, which minidungeons and explorer achievements are undone, which world bosses/mobs see no action, which story steps are most postponed.
They are added bosses that will be harder to realiably do once megaserver is up (everything that is not on big timer).
If that was the problem, then they need to improve those maps and dungeons, not just add a new trait system to artificially inflate numbers in those areas.
Posted raspberry jam on 16 June 2014 - 01:23 PM
There are already professions that cover each other, so I see no problem in adding yet another. I feel that importing the ritualist profession from GW1 would be a good idea, or maybe some sort of bard-ish profession.
Posted Baron von Scrufflebutt on 16 June 2014 - 02:49 PM
Posted fireflyry on 15 June 2014 - 04:39 PM
Posted fireflyry on 15 June 2014 - 04:18 PM
Posted Baron von Scrufflebutt on 15 June 2014 - 03:18 PM
My issue is that it really doesn't give us a reason to explore/kill stuff or to play build wars: all A.Net did was redistribute the already completely lacking progression around (and make it much more mandatory) instead of giving us new, improved elements that would make us want to do the same old content (again). We'd need to see a traits-rework instead of 5 new traits for traits to become intriguing build-elements, and progression from 20 to 80 would need to receive a bunch of new elements rather than to have the game spread the grind.
The game still fails to give us a reason why it has 80 levels and all that these changes achieved was to make the path to 80 feel even grindier. Of course, given how the point of this change wasn't just to make progression more appealing, they also had to find a way to re-populate the game's dead zones and introduce new gold sinks, all without actually providing us with new content, it absolutely makes sense that we ended up with a bunch of (slightly) contradicting ideas behind them. Traits were supposed to do a lot for the game, but as I said, they are almost universally boring and it's almost impossible for anyone to get excited over trait-related changes. Traits weren't rich content to begin with and now they are spread even thinner: it's just another example of A.Net failing to build to the game's strengths and instead builds on the elements that are pretty weak.
Posted fireflyry on 15 June 2014 - 01:12 PM
Says the lvl 80.I get it's a non-issue for you and I'm cool with that but....why are you here so vehemently defending this update.If your "mind is blown" away and you have zero sympathy with those that disagree with the changes to the trait system why take part in the debate?
Posted fireflyry on 15 June 2014 - 12:43 AM
That link is pretty interesting.Even though I dislike the official forums for the generally elitist attitude it seems pretty clear how the new trait system went down for many.Like a warm glass of cat sick.
Not sure how Anet can fix it though.The lack of feedback on their part, to me at least, speaks volumes in terms of admitting they stuffed up but it would be pretty hard to say "sorry if you have been running around unlocking traits for the last 2 months but we are changing it back" to players unless they go down the path of only giving those with an 80 a free pass as mentioned in that thread.Even that would create havoc though.
They really have dug themselves a "dammed if we do, dammed if we don't" hole though.
At the end of the day it's a game.It should be fun.For me gaming is a switch off from all the mundane BS I have to put up with and cater too in my actual life.The thing that really worries me is the overall philosophical motivation and perception Anet is creating with changes like this.Much like GW1 I will walk away from any game the minute it feels like a work simulator which is all GWAMM ever was hence I didn't partake or even attempt to attain such a grindfest of a title.I get told what, where and how to do things all day long by my employer, or worse, my missus .I don't need that when playing a game.I still want challenging game play and goals to attain and strive for to be sure, but imposing retroactively restrictive changes like this really puts me off.
For the love of god Anet please don't make this Grindwars 2.
Outside sentimental recollections of how this worked well in GW1 what's the actual positive here?That's what irks me.I honestly can't think of anything.
NB/EDIT:On a side note/tangent I noticed, for the first time in this game *touches wood*, blatant and offensive abuse towards players tonight.It occurred in the The Crown Pavilion.Obviously the majority have gotten their festival meta and moved on hence team organization can be a struggle and I sympathize with those attempting to organize a gold run yet I had never seen such abuse towards other players who were up-scaled.The main reason they stated they were there...to power level either their first character or an alt to 30.