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FaowriMember Since 14 Dec 2010
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- Member Title Seraph Guardian
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- Birthday November 15, 1985
Posted Kysio on 01 July 2013 - 09:35 PM
Posted Captain Bulldozer on 06 November 2013 - 04:01 AM
Casual players are not generally the part of the player base that complains and demands new content, since often they haven't even come close to finishing the existing content. Casual players generally like relatively linear, soloable content more than complicated group required content, so long as each step can be done in a single play-session (something hard core players might view as being "too short".)
Really, I've heard a lot of complaints from the peanut gallery over the last year about how GW2 is too much designed for casual players... but when I look at the game as it currently stands, I'm not sure that's right. I think many of the updates and additions (especially recent ones) have been much more targeted at the hardcore crowd. In my opinion, that is a mistake.... not because I am a casual player (though by some definitions I am) but because ost of the truly hard-core players got bored with GW2 and left a long time ago... what I see is that generally the casuals are still playing (though many of those have left also) and many of them don't particularly care for hardcore-targeted updates.
I don't really feel GW2 is friendly to both groups (and perhaps not particularly friendly to either in certain ways)... When I compare GW2 back to GW1, which I can't help but do (even if by now I fully recognize that may not even be appropriate) I can't help but feel that GW1 managed to strike a pretty fine balance in that there were a lot of things for the hardcore crowd, yet it was still very casual friendly.
Posted Feathermoore on 17 December 2013 - 01:51 PM
What's interesting about this, I think, is that it's written from a perspective where rewards are driving factor for gameplay, but that probably makes sense because he's talking about the importance of spacing out rewards and power. It's a shame that MMOs in general have to go through so much hassle to prevent saturation of power and assets to retain players. Given GW2's the level and hard power cap, though, I personally don't think it would have been much of an issue for the players (not necessarily the game) if they were allowed get ascended as quickly as possible.
This is just me speaking, but I don't think that "mass" should be so highly rated when the amount of interaction between its constituents is low. I also dislike his reasoning that more mass equals more fun, or at least not in the manner he's saying it. Aside from maybe map zerging (for those who enjoy it) what activities are more fun after you've gotten a full party anyway?
0.o How can the pressure to complete a time gate be a negative for people who have a lot of time because it feels like they never get to what they want to do, and a positive to the people with less time because it encourages them to log-in every day and might turn into playing with friends? If the people with lots of time feel like they don't get to the gameplay they want to, there is no way the people with less time who log in for the time gates would ever get to do anything other than the time gates.
This is why I completely ignore all the time gated material. I can't participate in it. I don't have the time to do that even though I would do it if it wasn't gated. I don't know if he just has the statements backwards (with respect to which group of people it is a pro/con for) or if it is an attempt to spin time gate as being friendly to people with limited play time. Because it definitely isn't.
Posted Phineas Poe on 12 December 2013 - 09:01 AM
Guild Wars 1 armor looks like this.
Guild Wars 2 armor looks like this.
I don't understand how anyone could possibly think that GW1 textures look better than GW2 textures unless they're running the game out of a cereal box. At maximum settings (I agree with Featherman on the subject of shaders, though) GW2 blows GW1 out of the water. With everything. Including the water. And armor. You can even watch your beautiful armor textures reflected in the water.
I don't think that the ascended armor skins are totally hideous. If anything, I find it kind of nice that they come out with medium armor that isn't a trench coat and light armor that isn't a robe. Even though they're not skins I would gear onto my characters, I think they do provide an alternative to all the trench coats and robes that scholar and adventurer classes are stuck with right now. And even though I may not wear the full set, I might find use for one or two pieces to mix-and-match with others.
Posted El Duderino on 12 December 2013 - 01:15 PM
Posted Illein on 11 December 2013 - 07:04 PM
If you were to buy bank-slot extension to get the same amount of extra slots that we got with a single purchase of this upgrade you would have to buy 15 tabs.
15 tabs * 600 per tab which would suddenly become 9000 gems instead of 800. So yes, I would say that it is indeed quite cheap compared to what the alternative would be.
That's an elementally flawed comparison.
If we want to compare apples with oranges though, let us!
You might just as well say, I really get 445 slots of inventory (the size of the collection tab) with 1 purchase of that collection expander for 800 gems, while two bag slots for the same price would only give me 40 with two 20 slot bags on them! Woohoo!
So theoretically, that thing should really cost 8.900 gems for the amount of space it frees up!
It explains why you think it's cheap though, if you feel like the adequate price of the damn thing should be 110 € worth of gems.
Then yeah, it's quite the bargain, Lordkrall. Quite the bargain! It's basically a 70% WINTER SALE on bag space! ANet has to feel really generous with Christmas approaching.
Posted MazingerZ on 11 December 2013 - 09:51 PM
How is it narrow minded? Completing any level-80 or meta boss event nets you 1/3 to 1/2 of your experience bar. Killing an enemy at your level nets you 1/50 of your experience bar. Killing a champion or Elite enemy nets a 50% chance (according to GW2W user research) of an instant level-up item with retaining of your current experience for the level. Gaining skill points is easy no matter what your play style is.
First, lol... so one healing skill is more powerful than the rest in PvP? Balance much?
You're missing the point of the second point. It's not how easy it is to get a skill points at 80, we're talking about the worth of the skill versus the others, especially since it costs almost as much as a tier 2 elite.
Posted Arkham Creed on 11 December 2013 - 08:27 PM
1; Why in the ‘effing eff can’t I slot the skills in the Heart of the Mists and test them out like EVERY OTHER SKILL AND TRAIT IN THE GAME? I’m not going to invest that many skill points into a new skill just to see if I might like it and might be able to work it into a build.
2; Why does this thing cost 25 skill points? Are you honestly trying to tell me that Water Spirit is as valuable as a tier two elite skill? I get that the point cost is no big deal for some people, that is exactly the kind of narrow-minded thinking that I am against. It seems to me that this skill’s point cost is just a way to help all the level 80s out there dump some of their hundreds of unused skill points. Nicely done. Unfortunately that makes these skills just one big middle finger to new players, players who took a break and are coming back, and players trying to raise alts. Good job Arena Net. What, are you under the impressing that you just don’t have any new/returning players to worry about?
Posted Illein on 06 November 2013 - 03:39 PM
Seems someone got his shit together and gave the video the epic song it actually deserved. Bravo!
Posted Illein on 11 November 2013 - 01:46 PM
There is not much beyond that, there just isn't. So either you stay in the game and do your routine achievement hunt every 2 to 4 weeks, or you hop off the train and likely never look back again unless the entire way content was delivered for well over a year now - radically changes. Especially as you can't ever catch up again in GW 2.
So yeah, in my opinion - it's not as forgiving for people who take a break, than the payment model might lead you to believe.
Posted Senatic on 11 November 2013 - 10:59 AM
Having some sort of real competitive end game might be a good start. Cus currently there is none and that is the main reason so many players left GW2 in my estimation. Casual direction less content only holds people so long.
I'm really starting to tire of the 2 week skinner box rotation myself. Grinding for better gear or grinding for meaningless achievement points every 2 weeks it's pretty much the exact same thing.
Posted El Duderino on 04 November 2013 - 05:14 PM
And yet... Guild Wars 1. How do you account for the success of that game given it didn't have a gear treadmill?
It can be done. It has to be done through the mechanics of a game. It has to be done in other avenues where people can replay the game and have new and different choices each time.
For example, classes were so diverse in GW1, that just making new alts and replaying the game was enough to make that experience new and different and challenging. In GW2, classes just aren't that different in what they can do, so alts aren't that exciting because it is more of the same.
GW1 had farming, it has desirable skins, it had lots of things to keep people playing - all without a gear treadmill.
A gear treadmill simply isn't necessary. Yes, some skinner box stuff is required. But, the ways in which GW2 goes about it does not, in my opinion, enhance the game. And more attention is paid to making GW2 based around skinner box style tricks than by actually making an interesting game that is inherently replayable.
Posted Arkham Creed on 27 October 2013 - 01:59 AM
For those who didn’t play the original Guild Wars, or who may have simply forgotten, disease was a simple damage dealing “degeneration” condition in the same family as bleed, poison, and burning. As far as damage goes it was at about the same level of damage as poison. However there was a catch. Something about it that made it awesome, and something that made the disease applying cross-profession skill “Signet of Infection” a mainstay of my DPS ranger build; disease was contagious.
Not only could it “jump” to adjacent or nearby enemies (be they PvE mobs or PvP players) but it could actually jump back. It could essentially re-infect mobs or players who just cleansed it if an infected ally got too close. Not only could this skill decimate entire swarms of foes, but it required careful skill and coordination to use in PvP or when facing “human” adversaries in PvE because it was entirely possible to inadvertently infect your own party and cause a wipe.
Imagine if this condition made its way into Guild Wars 2. Just think of its impact on WvW or world bosses. Players needing to spread apart and play skillfully together because a single diseased player could wipe an entire zerg; starting a chain reaction of infection and reinfection that can’t be dealt with by uncoordinated groups. And those same uncoordinated groups wiping themselves with careless use of the condition. So what if one guy can cure himself; it will just keep bouncing back to him, perhaps even stacking higher and higher as the infection spreads and gets applied and reapplied by an ever increasing number of infected. Not even AoE condition removal would help; as there would inevitably be players who don’t recognize what is happening and wander out of the area; preserving the condition and spreading it anew.
I can’t say with any degree of certainly that this is what toxin will turn out to be, but I sure as hell hope so. What about you?
Posted nerfandderf on 22 October 2013 - 07:31 PM
Anet was bleeding people fast - 2 months in and the population was going down fast and hard. So the stop gap measure was a treadmill. This was to add cohesion to the game and have retention.
They followed that up with dailies and laurels and guild missions and 1 per day loot boxes. All meant to retain and give players things to grind out along with the gear.
What they should have said was goodbye to the locusts and stuck to their guns and development philosophies. They didnt.
There are tons of quotes out there especially colin about how by time you hit 80 you should have all the best gear.
This was to facilitate alts and make them worth while. They killed that along with WXP - grind it out on all your toons now! bonus feature.
Dont believe me check out taugrim or any of the insiders they will tell you.
I feel had they stuck to their guns and went with what was promised the game would have been significantly better. Both design and $ wise. 1 direction for the company not 100 trying to please everyone. and with a happy base the $$ comes in.
There would have been no manifesto - anet lied - grind - ect ect that is the forum every day because they wouldnt have done it. Anyone who did complain about no endgame ect would have been told you know what you bought.
But now it is the opposite people dont know what they bought!
Posted Elcee on 22 October 2013 - 03:53 PM
Yeah, GW1's build system took a while to learn and some people didn't like it. My friends used to ask me for builds for them or their heroes but it's not like I learned it all overnight or by myself. It had an amazing amount of depth and had stuff on a level GW2 will never have.
Most people assume straight away that the devs are just "ignorant" or stubborn about the situation at hand, but nowadays, moves like these aren't done with some sort of planning behind all of it. With that being said, I'm almost certain that the game will only get better with time. If it doesn't... well, something is definitely going to change.
The problem is this isn't Anet's first rodeo. They had years of experience from working on GW and spent 5 years developing the game. If they want to pull that kind of maneuver, fine, but don't expect people not to be upset and call you on it. A lot of the "soltuions" seemed like grasping at straws. For example, ascended gear seemed to create more headaches than before.
I felt like the game had been released unfinished and FAR too early. I don't just mean the avalanche of problems that plagued the early release either. (Why are there still constant "Polish" updates a 6 months to a year after release???).
Then came Halloween with some stuff that was fun but other stuff being poorly tested(the drop tables in the maze was hilariously broken giving multiple Exotics per chest, the Clock Tower had a bad case of Ass Vision if you were a smaller character and felt like it belonged on a console game), but the Mad King made up for it.
Then came the abomination of a Karka event because apparently no one thought hundreds of mobs and hundreds of players jammed into one place might not end well. That told me that Anet hadn't learned a damn thing because they were still pushing untested, buggy content and I chose to take my time and money elsewhere. Fool me once, shame on you, fool me twice, shame on me, fool me three times, slap my Yak.
People can(and often did) say "it's free content!" but A)Basically every MMO, hell a lot of games PERIOD do that nowadays unlike in GW1's era and B)That doesn't in any way shape or form immunize it from criticism if it, you know, doesn't work. Remember the early fractals? People LFGing for individual fractcal levels? They fixed that issue later, but it was SO OBVIOUS ahead of time that I can't believe they didn't foresee it in testing.