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Bryant Again

Member Since 20 Aug 2009
Offline Last Active Today, 05:07 PM

#2317735 GW2 has a content, not a feature problem.

Posted Baron von Scrufflebutt on Yesterday, 05:13 PM

View PostPhineas Poe, on 17 April 2014 - 05:01 PM, said:

And what would those "core" issues be?

Combat has an insanely high floor and low ceiling. Combat is extremely shallow and doesn't offer a reason for the player to improve. (That's what I wanted to say, but I might have worded it poorly. ^^)
Progression is completely messed up:
1. the game fails to provide you with a reason why it has 80 levels
2. by selling gold A.Net removed a game's system of progression and failed to provide us with an alternative
3. other tracks of progression were devaluated either though shitty balancing (karma, dungeon tokens) or cash shop items (rank)


#2317708 GW2 has a content, not a feature problem.

Posted Baron von Scrufflebutt on Yesterday, 04:49 PM

View PostPhineas Poe, on 17 April 2014 - 04:30 PM, said:

Diablo III underwent several mechanical changes between its launch and RoS. It wasn't new content that brought people back; it's that the problems they had with the game's fundamental mechanics were resolved.

The feature patch is that very same resolution for Guild Wars 2. And hopefully it's just one of many to come.

I think that D3 showcases nicely what happens when you fix the elements that are bringing the whole game down, rather than playing to your strengths. And it's here that Patch 2.0 and Feature Patch 1 differ greatly and this is ultimately the reason why one of them managed to turn the whole game around, while the other didn't do much.




EDIT:

View PostFeathermoore, on 17 April 2014 - 01:15 PM, said:

Hopefully the new season starts off with a bang, taking full advantage of the changes.

I want to believe.
But seriously, hopefully this will really be the case.


#2317645 GW2 has a content, not a feature problem.

Posted raspberry jam on Yesterday, 03:55 PM

View PostMCBiohazard, on 17 April 2014 - 03:17 PM, said:

Not going expansion based means you won't have to pay for another box to see any new stuff that you actually want to see.
I see it the other way around. Going expansion based means you can pay and actually get to keep content instead of it being deleted from your game.


#2317423 The Elder Scrolls: Online

Posted Kamatsu on Yesterday, 02:00 AM

View PostShizu, on 16 April 2014 - 06:59 PM, said:

Really, it's 2014. Why it's always the same copy/pasted shit we've already seen in the last ten years?
They had the right idea, to fill a specific niche (open-world pvp). Why put all the worst goddamn cliches of the entire mmorpg history on top of the core concept? Why does every single developer keep feeding us the same old, trite bullshit?

Again, look at eve online. They don't have millions of subs, but they've had - and still have - their steady 300k subs (I guess) for ten years. Why? Because they decided to fill a niche and actually stick to it. They didn't try to copy everyone else. They didn't try to improve what others have already done.
THAT is a succesful model, not this garbage clone n.2780023 wich is probably going f2p in less than a year.
As sad as it is, it boils down to one thing IMO: WoW.

Sadly it seems too many western developed MMO's have looked at WoW and the huge runaway success it has had, and tried to duplicate that... by either copying systems wholesale (ie SW:TOR) or partially. It seems they never looked at the big picture of WHY WoW became so big, and thus never really realized that just duplicating WoW would never work... as by the time they finish production, the time for entry that made WoW so big was gone, thus nothing following would ever be as successful. WoW became as big as it did as it entered the market at the right time, with a game that was easy to play and learn but offered challenge to hard-core players - this at a time when MMO's were not really 'friendly' to new or casual players, and in came WoW which was playable for both casual and hardcore.

It was timing that made WoW big, and anything following would arrive too late to jump on that bandwagon. Especially as now there is so many different options... yet western companies just keep trying to shove WoW'esque type games at us.... not understanding that it's not going to work anymore, as ppl want something different. Because as ppl rightfully say - "If I wanted to play a WoW like game, I'd play WoW and none WoW-Clone No.X". Because Wo|W does WoW like systems much, much better... so if you want to do a western MMO nowdays, you need to make it different to WoW... else all you'll get it is a big burst of players at launch, followed by ppl leaving to go back to other MMO's that ppl have invested time into.

Eve Online is actually GROWING in sub's each year. While it's nowhere near as large as WoW, the fact is... it's a niche game and focuses all it's development on what makes it great for that niche. Doing this they are managing to keep on growing each year - unlike just about every other MMO in the western market which looses sub's after the big initial launch jump (and WoW, which up till a few years ago was growing still). Even being as small as it is, Eve is one of the most successfull MMO's in history - not because of sub numbers or income produced, but due to longevity and growth of subs.

And sadly the trend of trying to follow WoW & imitate WoW doesn't seem to be stopping. Wildstar is the next WoW clone. Not sure about Everquest NEXT.

But IMO, this is the downfall of TESO - they tried to make a TESO flavored WoW-clone, and it shows. It also was launched way too soon - I wonder if the decision to launch as soon as it was... was due to the perceived threat of Wildstar & Everquest NEXT. Because of the nature of the gamebreaking bug's that are in TESO right now... there is no way it was ready to launch, yet it was rushed to launch in a seeming endeavor to beat the Wildstar launch.

Some of the game-breaking bugs & issue's I'm seeing in threads in TESO:

- Bug which wipes bank slot upgrades, which also wipes any items in those slots.
- Bug with quest progression, where ppl are unable to move onto Veteran level 1 (TESO's endgame, apart from RvR)
- Bug where dropped breadcrumb quest to go from V5 to V6 area can't be picked up if dropped (another progression breaking bug), and without the breadcrumb quest the other quest's don't appear.
- Bug's with various main storyline quest's through the main storyline that prevent progression, can sometimes be resolved by completely logging out the game and back in again.
- Issue where bosses in public dungeons, that are required to be killed for quest's, are being camped and killed virtually the instant they respawn... thus preventing ppl doing the quest to get the kill to complete the quest.
- Issue with the whole Vampire & Werewolf quest's & abilities, where player guilds can prevent anyone else from getting infected... and can "charge" gold to allow others to get access to a system in the game.
- Gold seller spam is apparently out-of-control. Zone chat is apparently useless as all it is is gold selling bot spammers, ppl have filled their /ignore list, ppl getting bombarded with invites to gold seller guilds, getting huge amounts on in-game mail from gold seller bots, etc.
- limited ignore list = great for gold seller spam bots, seeing as TESO apparently has 0 mechanism's in place to deal with gold seller spam bots.


#2317300 The Elder Scrolls: Online

Posted Shizu on 16 April 2014 - 06:59 PM

Lasted two days on this piece of shit.

The good: they obviously tried to attract the DAoC crowd, still waiting for a good open-world pvp after ten years. The RvR seems to have good potential.

The bad: everything else. It's just awful. In those two days I was constantly asking to myself "Am I really doing this shit AGAIN?"
Repetitive fed-ex quests to fill time.
Camping quest mobs/objects and competing with other people.
Junk loot.
More junk loot.
Containters with junk loot everywhere.
Annoying mobs that give absolutely no exp.
Awful inventory management.
Incredibly boring leveling experience.
Kill X shit, gather Y shit.
The core of the game (RvR) is not a feasible option to level up.

Really, it's 2014. Why it's always the same copy/pasted shit we've already seen in the last ten years?
They had the right idea, to fill a specific niche (open-world pvp). Why put all the worst goddamn cliches of the entire mmorpg history on top of the core concept? Why does every single developer keep feeding us the same old, trite bullshit?

Again, look at eve online. They don't have millions of subs, but they've had - and still have - their steady 300k subs (I guess) for ten years. Why? Because they decided to fill a niche and actually stick to it. They didn't try to copy everyone else. They didn't try to improve what others have already done.
THAT is a succesful model, not this garbage clone n.2780023 wich is probably going f2p in less than a year.


#2317231 What happened to town clothes?

Posted MazingerZ on 16 April 2014 - 03:27 PM

View PostMordakai, on 16 April 2014 - 02:17 PM, said:

LOL, it's really not the space that bothers me (after all, Anet just cleared tons of storage space by allowing me to delete armor skins I have stored).

ArenaNet did this because they realized that they weren't catering to the untapped market of altoholics, who had by now convinced themselves that buying a skin for a character they might not be 'into' next week was a waste of money.

They still want you to buy extra storage.


#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.


#2316310 Black Lion Tickets

Posted Save 4 Less on 12 April 2014 - 09:34 PM

I'd rather just see Black Lion Keys become easier to get rather than just giving away the Tickets like they're just candy. They could sell Black Lion Keys for Laurels or give them out as a semi-rare Daily Reward kind of like how Transmutation Crystals and Black Lion Salvage Kits currently are. They could even make 5 Black Lion Keys a monthly reward or even give them out as Achievement rewards.

View PostArkham Creed, on 12 April 2014 - 08:51 PM, said:

Yet you have to earn those dungeon tokens youself. You have to farm that karma yourself. And you have to actually craft up to 500 yourself and spend over a month actually crafting the armor. Yourself. Being able to just buy the mats or not you can't have someone else do it for you no matter how much gold or real cash you throw at the game; unlike literally every single other armor set there is.

I never said those sets got much prestige. But they are still the only ones that get any at all.
My friend bought Arah Paths from Arah path sellers for his Arah Tokens so that logic that "you earn dungeon rewards yourself" is flawed while people still sell paths for gold. You technically don't do it yourself since you have 4 others as well. You can play as bad you want and still get carried through a dungeon by 4 other skilled players. I can't count the amount of "bad players" (by bad players, I don't mean players that are new and aren't familiar with the content, I mean players who know the content but are just terrible at it and refused to listen to others) I've carried through CoE or Arah for them to get ill-deserved tokens at the end. Sure it takes days to get enough tokens for whole set but that doesn't mean much when they're not hard to get all.

Karma isn't even hard to earn, I run Tequatl every night and I get at least 20k Karma from it. Even if you don't do Tequatl, Karma is so worthless aside from Obsidian Shards so it's hard to not have a ton laying around.

You can buy the Materials to get 500 crafting. I spent around 50g on Materials to go from 450-500 Weaponsmithing so I didn't do it myself, all my progress was off of the materials of others. You can even buy the Time Gated materials like the Deldrimor Steel Ingots, Damask, and Elonian Leather. That same friend who bought those Arah runs also bought Deldrimor Steel Ingots to craft his armor even though he has 500 Armorsmithing. He didn't want to wait a whole month to craft his set so he just bought enough Ingots to craft them immediately. Don't let the whole time gated crafting fool you, you can still "buy" your Ascended Gear off of others as long you have 500 of whatever craft. The only thing you really have to do yourself is get the materials of the Vision Crystal which is laughably easy. I don't know anybody who isn't drowning in Bloodstone Dust or Emperial Fragments and Dragonite Ore can be easily obtained by jumping on a World Boss Train.


#2316355 Black Lion Tickets

Posted Cube on 13 April 2014 - 11:26 AM

How about they actually made those weapons actual rewards for actual content? Oh, I don't know. Maybe instead of dumping everything into fractals and the gemstore they could actually make a 3 dungeon path, for example the molten one(that's now in fractals) and have the dungeon reward the weapon skins? I mean you don't even need to have it just 390 tokens for a skin, you could even make it 1,000 or 2,000 or even more. Make it a hard and challenging dungeon so that players want to get those rewards and replay that content because they will show other players they are "elite" or for fun, whatever you wanna call it. It's better to keep players rather than just milking them then throwing them away.

That's the only solution that is acceptable to me. Get rid of the BLC, the RNG, make players want to play the game, nobody minds the occasional skin in the gemstore but it's making the game suffer, because were we could have content we now just have a skin with a price in the gemstore or chest...


#2316343 Black Lion Tickets

Posted Beyond Freedom on 13 April 2014 - 06:31 AM

View PostAndemius, on 13 April 2014 - 05:08 AM, said:

As opposed to armor you don't earn yourself?

How do you buy stuff off the TP if not with gold you earn yourself. (note - earn encompasses "buy" in my eyes, as you have to work to earn money)

Not everyone has to work to earn money. And nobody in games is impressed by stuff you can obtain by simply throwing cash at.

Edit: Actually I think we can go one step further than this. Whatever cash you might have to throw at a game is necessarily disposable income (excluding some edge cases where people actually have a psychological addiction or whatever and are spending the money for food or paying the rent on games instead). Therefore you didn't actually need this cash, so the question of how hard you worked to earn it is irrelevant.

And, what I said before. There are a lot of minors playing games that certainly didn't earn the money they spend. Some people have trust funds or other inheritances and never have to work at all. Some people would like to work harder and earn more but don't have the opportunity to do so by an unfair accident of birth. Games, especially MMOs, are virtual environments where people can go to roleplay that the imbalances and unfairnesses of real life such as this don't exist for a while. Hence the strong opinions about P2W and all that.


#2316088 Pay-to-win

Posted Gyre on 11 April 2014 - 09:12 PM

View PostArkham Creed, on 11 April 2014 - 08:36 PM, said:

We can broaden the discussion with our subjective opinions, preferences, and complaints once we've established that line.

But the entire premise of the thread is arguing about something that doesn't exist.  There is no win condition in GW2 PvE aside from defeating the current largest threat terrorizing Tyria.  If there actually was something of statistical benefit in the shop the game would develop something akin to herd immunity where not everyone would even have to buy it to see results.  That's apparently how content itself is driven at the moment, plenty of moochers.  Instead they are selling a short cut that, and I've got to 100% agree with Bryant Again here, "[t]here should be no reason for a player to want to pursue this unless the task they're pursuing is tedious and unenjoyable, in which case it's suspect to be implemented to be 'boring' by design."


#2316028 Pay-to-win

Posted MazingerZ on 11 April 2014 - 08:06 PM

View Postmaster21, on 11 April 2014 - 07:52 PM, said:

It does not matter.
You made some idealistic vision of mmo game which does not even exists. Your vision implies a system where time is the only currency. So it's simple system of p2w, but you pay with time.

And all mature ppl out there know that time = money. So what's so great in your system?

So how does the developer directly benefit from my time playing his game?  I can't give him my time and he can't take it to the bank.  My time makes him no money directly.

If anything, he wants to make me think I'm not wasting my time bothering with his game. Because if the experience is poorly paced I just won't play it, because I cannot change the pacing.  And if I've stopped playing his game because of a bad experience, I'm sure as shit not going to buy anything in his cash shop.  The problem is that with the RMT, there are people who are perfectly willing to pay to avoid having their time wasted (because it is a waste, otherwise there'd be no point to an RMT short-cut).

It'd be like paying Youtube to remove a 10 second piece of padding saying 'Brought to you by YouTube.'  It serves no purpose except to coerce people to spend a little money to drop 10 seconds Youtube added to the video.

View PostMCBiohazard, on 11 April 2014 - 07:47 PM, said:

Not interested as I only enjoy smashing my face against an antithetical viewpoint up a certain point and with a certain degree of civility that I'm not sure either of us would maintain.

I'm perfectly civil.  I'm not the one saying "bitching" or "moronic" or implying a lack of maturity because I refuse to endorse an artificial time-waste by paying money to short-cut it.


#2314808 How Players are Permanently Changing Guild Wars 2's Living World

Posted MazingerZ on 07 April 2014 - 07:37 PM

View PostMordakai, on 07 April 2014 - 07:01 PM, said:

Well, here's the problem: I don't feel like I changed anything.

I'm sure many players changed GW2's Living World.  They monetarily sustained it for another season.

But yes, it does seem as if you're just fighting against a rising tide of story.  Really, the only option (theoretically) was the Kiel vs Ebon vote and even then, whose to say that would have changed the overall outcome, even if he handled it differently.

Remember, these assets are developed months in advance... They don't throw anything out and either find a way to re-purpose it or go ahead and use it anyway.

Its not a Choose Your Adventure book like the PS was.  And the Choose Your Adventure for the PS was nice up until Trahearne... it got accolades up till that point.  They should really try pushing that model again...


#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...