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#2316052 How Players are Permanently Changing Guild Wars 2's Living World

Posted Mordakai on 11 April 2014 - 08:29 PM

New race, new profession...  hell I would take new weapons at this point.

Something new

#2308288 The Trinity, Roles, GW2, and You

Posted raspberry jam on 19 March 2014 - 03:40 PM

I have no attachment to the trinity, but I do think that roles are extremely important for complex gameplay to exist and that the trinity is the easiest way to create roles. I do prefer quad-role setups though.

View PostImprovavel, on 19 March 2014 - 03:35 PM, said:

Also I think you are talking about the Holy Trinity and not the trinity - the holy trinity is the roles (tank, healer, damage dealer) while the trinity is just dealing damage, taking damage and recovering health.
I don't like that thought. It's too constricting in what options could be available, which mechanics could exist. But upvote cause of Socrates quote.


To expand on why roles are important: it allows for specialists on certain mechanics. For example, you could have a role that specializes in dealing melee damage. I think most people are familiar with that archetype, and know that it can exist in three subtypes - usually highly durable (tankish), without other characteristics ("melee DPS", usually then with higher damage than the previous), or more stealth/movement oriented (typically with low durability and specializing in burst damage).

But let us lift our thoughts here. Making melee DPS into a tank or a stealthy melee spiker is one thing, but there are things that doesn't fit in the trinity at all. If instead of talking about what we see at first sight in the game, we talk about what things are available to do, things get interesting. Our melee DPS character is now not only focused on simply dealing damage (and surviving a beating). Now he is there to restrict the enemies' action space (what the enemies can do) since, simply put, if they are beating up him, they are not beating up someone else.
Of course this just extends to normal tank-n-spank gameplay which is fairly low complexity. But assume now instead a concept of a viable action space, where enemies realize that hitting the guy with the most armor just isn't working and will eventually get them killed, so instead they try to retarget to reach the people behind him. The obvious way to expand mechanics to increase complexity of gameplay would be to insert counters to retargeting. These can be of two kinds, hard counters such as a Taunt mechanic or a knockdown (actually preventing them from reaching the other target), and viability counters such as snares (allowing them to attempt to retarget, but decreasing their efficiency so much that it would be a better choice to stay and hit the tank after all).
Of course simply having an action space also allow us to think of many other ways of adding complexity and depth to gameplay. These include, but are not limited to, adding capabilities to the action space (making one action automatically trigger another, beneficial action), reducing the action space (such as disabling or interrupting enemy actios), decreasing the viability of certain options so as to make them no longer part of the viable action space even though the actions themselves are possible (e.g. a spell that hurts you if you move; moving too much would be unviable since it'd make you lose more than you gain by moving), or increasing such viabilities (such as healing someone that is under attack so that staying in the fight instead of running away is a viable course of action). Of course the most interesting parts of this is where you actually try to predict how modifications to the action space will affect the opponents' actions and how they, in turn, will try to modify your action space (and what you can do about it).

Now the more you add complexity and depth to the game, the more players have to keep in mind and use at the same time. You could easily make a game where every player have 300 skills, all available at the same time, all of them doing different things or at least in different ways. It would appear to be very complex (though it would not actually be that) but also completely unmanageable, and would just be a pain to play. Cutting down on the number of mechanics available to each player can be done by either cutting down on the total number of mechanics, which results in low-complexity gameplay, or cutting down on the number of mechanics that each player have access to, which results in role-oriented gameplay.

Another reason is of course that having a role allows the player to appear to excel at something. The healer that keeps everyone alive can, after the dungeon raid, feel proud of that he indeed kept everyone alive, at least mostly. The tank can feel good about having kept the baddies away from the rest of the team, the assassin can feel good about having dealt 10k damage in a single hit, the dedicated interrupter can feel good about having completely shut down the end boss making the fight much easier, the mage can feel good about whatever mages feel good about, etc. Note that this apparent expertise does not stem from the player character's capabilities, but rather from that the other group members lack those capabilities.

The problem with this when it comes to the trinity is of course casuals. Some people understand damage very well but fails to understand any part of gameplay not directly related to damage (as in, it's possible that they understand healing). Since these people are in a majority, especially in the MMO community, the DPS role of the so-called holy trinity is often easily populated while tanks and to some degree healers are usually more difficult to find, (and naturally, since they have more groups to choose from, more picky about what they perceive as bad play).

#2293911 Escape From Lion's Arch - February 18th

Posted shanaeri rynale on 11 February 2014 - 04:08 PM

I wonder if  LA was chosen to be trashed  because it's one of the few remaining links to GW1...

#2287215 People being JERKS, there I said it

Posted Echou on 29 January 2014 - 01:15 PM

For some people the video games are the only way to pass time outside work/school. Some are "true passionate" fans and just can't let the game go. Some don't adapt to the changes as well as the others. Some people have grown cynical and bitter and can't see much through the hate of theirs. There are millions of reasons.

It is a shame some people don't respect others' opinion. But it's an Internet, you can't stop the flow.

In the military we counted our remaining service days. There was a saying "Ei vaikuta minun aamuihin"(doesn't affect on my "mornings" (the count for days remaining).) which pretty much means that life goes on, no matter what. It's a pretty good saying.

#2288148 Why not buying GW2 Gold online?

Posted Desild on 30 January 2014 - 03:51 PM

Did you know that ArenaNet invented a verb for people that support Gold Sellers?

It's called "getting Dhuumed". Don't get Dhuumed yourself man.

#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.

#2284944 "We were making [the wurm] specifically for the hard core groups"

Posted Inraged Twitch on 24 January 2014 - 11:19 PM

keyword there being "groups" there are no groups when doing these so called "open world raids."  Give us FoW UW 25 man INSTANCE raids not open world crap.

#2284665 Do you think comparing GW1 to GW2 makes sense?

Posted Cutthroat on 24 January 2014 - 05:12 PM

I think it does make sense to compare the best game ever (GW1, imo) to what was supposed to become better.. but yeah...

View Postgw2guruaccount, on 24 January 2014 - 01:09 PM, said:

To spin off I feel that GW2 is to GW1 as Diablo 3 is to Diablo 2; they are completely different games from completely different eras that work in completely different ways.
Agreed. I'm actually looking forward to playing Reaper of Souls. I liked D3's PvE more than GW2's anyway. Heroes of the Storm looks promising as well. I kinda wish ArenaNet could be more like Blizzard. At least Blizzard can deliver expansions and have multiple games alive.

#2284956 Limited Release Dyes Return

Posted icegrover on 24 January 2014 - 11:52 PM

Gonna have to say no thanks. Looks like another lousy cash grab attempt. As a bonus you get to play the RNG game, good luck!

#2283603 Update Notes - January 21st, 2014

Posted I'm Squirrel on 22 January 2014 - 12:44 PM

most significant improvement:

View PostNeo Nugget, on 21 January 2014 - 05:11 PM, said:

  • Deposit All Collectibles no longer deposits miniatures. However, they can still be individually deposited by right-clicking on them.

#2280287 Origins of Madness

Posted davadude on 14 January 2014 - 03:03 PM

Please be permanent metas... Please be permanent metas...

#2277077 Any word on what happens next?

Posted Baldur The Bold on 03 January 2014 - 10:42 PM

What I could handle is a Sorrows Furnace type of update with a large dungeon and many mini questlines within it. Some new skins(not reskins) would be nice, both armor and weapons.
I saw that tweet as well Robsy and I got the feeling that the Christmas meth was in full force :P
I still don't play that much anymore. AC 1/3 the odd meta zerg and chat with guildies. Why is it that I only play GW2 for a few hours a day and I played GW1 ALL day lol. Make the content challenging and stop time gating everything ANET!

#2068848 First expansion theorycrafting (Jormag, tengu and Far Shiverpeaks)

Posted Tchaikovsky_1812 on 08 November 2012 - 05:16 PM

Well, 5 minutes after posting about the white mantle being dead, I played a bit more on my human thief; lo and behold who do I come across.... :(

#2267621 A Very Merry Wintersday - December 10 Update

Posted davadude on 04 December 2013 - 05:07 PM

View PostI, on 04 December 2013 - 05:05 PM, said:

This is the best update since Beta Weekend Event #3!(Hunger Royale)

I do hope it's different from the current ones for each profession.  We don't need more "click here for health" skills.

#2260781 Fractured

Posted Illein on 19 November 2013 - 02:27 PM

I have to say, that trailer is a marvellous piece of craftmanship. Really well put together. The one you don't recall seeing is just an more cineatic version of the Mossman encounter.

I actually pity the people who agonized their way up to 80 for absolutely nothing. What a grandios waste of time that must have been. It's a bit baffling that they'd put the new max-level for people starting over at 30 though. Why not make it 50 as people couldn't feasibly progress any further than 50 any way without doing the uneven ones? Simply escapes me.

"A gold" that's not exactly my idea of reward, to be honest. They need to get their reward system for fractals right, otherwise it's just one giant waste of time. I don't want to farm a place for petty runes and sigils, what is this madness? They clearly talk of new special challenges past 30 but the "rewards" they stupidly cut into 3 separate paragraphs of NOTHING desirable (for me, personally at least) is a bit baffling as well.

PS.: Poster is still bitter over the Abaddon Tragedy. :qq: