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#2344308 Introducing the New Daily Achievement System

Posted NerfHerder on 11 December 2014 - 09:39 PM

By itself, this is a welcome change. I dont see any downside from here. I like the signing in for a reward. Because sometimes I sign in, decide I dont really want to do the same stuff over and over, then log out. And I like the idea of being rewarded for playing the I want. Win for me.

Yes, I want to see continents open up. I want that wonderful experience of exploring GW2, when it first released, all over again. I want more weapon choices, skill expansion, guild halls, etc. But, that's another discussion.


#2344256 Introducing the New Daily Achievement System

Posted Satenia on 11 December 2014 - 09:26 AM

View PostEl Duderino, on 10 December 2014 - 11:34 PM, said:

I guess we will agree to disagree, because I don't see any correlation between a game's monetary structure and the ability for the customer to tell a company what it is they want in order for that company to take said customer's money.

Perhaps, we could also reverse the tables, as a smart company would do if faced with such low spending per customer, and ask themselves, "why are we making a game that apparently no one likes and is willing to spend money on and how can we fix that?"

I mean, it's not like people aren't basically begging to spend money on an expansion, which would raise that average considerably.

Edit: As an aside, that number isn't very fair either, because everyone spent at least $35ish to $100 on the game itself, which also nullifies your point a little.

The monetary structure largely decides which customers they can "afford" to have. When looking at the generally low monthly averages, one cannot blame them for trying to stick to their loyal (still paying) customer-base as well as trying to attract new ones (see all the recent NPE changes), which can then potentially turn into the former.

I'm sorry to say but the bitter "I've payed for the game once and this entitles me to having the red carpet rolled out in front of me for all eternity!" kind of crowd is simply not worth chasing after in this scenario as the efforts required to get their money is not worth the meagre potential revenue. Their initial one-time purchase becomes largely irrelevant over time.

That they decided for their current business model of small "bits" over an expansion is in my opinion because of these days spending habits of the digital natives, who rather frequently spend 1$ here and there instead of an infrequent larger sum (apparently being completely ignorant that they easily end up spending more in total). I'm no fan of this myself, but I accept this modern trend and my own (apparently outdated) preferences of an expansion.


View PostMordakai, on 11 December 2014 - 02:55 AM, said:

Where are the major game-changing new professions, races, or at least weapons needed to breathe new life into this game?

How would races be game-changing when their existence is a lore and cosmetic matter? Personally I would prefer if they put some purpose to the existing ones first. How would more professions be game-changing if PvE resolves around maxing for dps and stacking up in one spot? Personally I would prefer a revision of these mechanisms first. How would new weapons be game-changing if for many (all?) professions only a very narrow selection is being considered as viable? Personally I would prefer if the existing ones would be balanced first.

See where I'm going here? This whole "one expansion to fix it all" seems delusional to me at best. There is no guarantee that this would result in the kind of quality you seem to expect from the game.


View PostBaron von Scrufflebutt, on 11 December 2014 - 08:48 AM, said:

I would VERY strongly advise against using the "You get what you pay for"-argument when it comes to GW2. For very obvious reasons.

I asked to compare the "what you get" with "what you've spent". That's not "you get what you pay for" at all. I would very strongly advise to not mix that up.


#2344223 Introducing the New Daily Achievement System

Posted Satenia on 10 December 2014 - 11:29 PM

View PostEl Duderino, on 10 December 2014 - 09:49 PM, said:

Not for nothing, but that is Anet's business model. Like it or not, they decided to not have subs and opt to go with the Living Story for content rather than adding new zones or an expansion. It hardly seems fair to call people a bunch of "complaining free-loaders" when it isn't the consumer that is making the decisions on how the game is monetized and developed.

And precisely because of that business model they have absolutely no obligation to keep up the bi-weekly rhythm over the holidays or even offer you something on top of their scheduled announcement such as this change to the daily achievement system.

If the kind of consumers who complained previously in this thread had indeed any saying, I'm fairly sure Anet wouldn't make a single buck with this game because said consumers keep on moaning about "how they don't financially support them till they make proper content" - which of course never happens because they are impossible to please. Empty consumers promises don't look very good on a financial report I'm afraid. They also do not make a company want to work overtime or involve them into decision-making processes.

Based on this research from April 2014, the average revenue per user is about 3.88$ - give or take a few. The important part to consider here is that because there is no actual sub, those players who actually do spend money on the game end up far far higher than this average, meaning they carry a whole bunch of those "complaining free-loaders" I've mentioned.

Since you brought up fairness, next time one complains about the games content or the perceived lack of such, said person might want to consider what his personal average spending per month is and how that stands in relation to what Anet should deliver to that person in return. We might just start seeing more constructive points in the future.


#2344214 Introducing the New Daily Achievement System

Posted Miragee on 10 December 2014 - 10:26 PM

View PostBaron von Scrufflebutt, on 10 December 2014 - 06:24 PM, said:

I guess the LS is not pulling in the amount of people they would like to see, so they need to resort to things like rewards for simply logging in?

Probably they either don't like the spike on tuesday/wednesday every two weeks or player numbers have been crumbling over the last few month. It's a simple method of bringing people to log in because hey, why not klick for something free. But a part of those players is then likely to continue something in the game because hey, now it's started. Those players are more likely to see the shop and buy something then those that never log in. Also: constant traffic is a nice sellling sign in business.

View PostEl Duderino, on 10 December 2014 - 06:53 PM, said:


I just don't understand the excitement of what amounts to chores in a game. Games are supposed to be fun. Chores... aren't... fun...

You don't get it. Do you think cows give milk to us because they like it? No. They give it to us because they are drilled and abused. Same thing here. Only that people are a little bit more intelligent than cows (not by much though, so it seems) so they also have to create the illusion of achievements. Because that's fun. Give the cows some tasty gras and they give you milk.


#2344347 Introducing the New Daily Achievement System

Posted Neo Nugget on 13 December 2014 - 01:19 AM

Quote

Missed a day because of work, vacation, or a work vacation? No worries, your progress is still there! The next time you log in, you’ll pick up where you left off. The system will only reset once you’ve claimed the 28th and final reward.

This is a big relief. Honestly, I was a little afraid they were going to go down the whole consecutive log-in route here.


#2344205 Introducing the New Daily Achievement System

Posted Satenia on 10 December 2014 - 08:20 PM

As far as I'm aware, any previously announced schedule involved the wintersday stuff as the last December content and then the next episode of the living story in January. As such, this is a bonus on top of the regular content they are already delivering.

Furthermore, we're talking about a break in the bi-weekly schedule due to an official holiday season which is wildly celebrated throughout the world. What exactly is the problem here? That the developers do not feel like working through that time to produce even further content for a bunch of complaining free-loaders who won't spend an extra dollar on the game anyway?

On the daily system overhaul itself, personally I welcome it and see only advantages for the player:
  • You get more overall AP without being forced into doing categories you might not enjoy
  • The actual activities have a matching reward attached to them
  • The current rewards is still there and more easily delivered
That you "automatically" get something obviously does have strategic reasons as well, a player who might just log in to snatch that reward might actually remain there after all, be it due being made aware of new content he might have otherwise missed (not reading forums, websites, etc.) or socialising. But this doesn't cheapen these rewards for the more active regulars in any way way as they are likely obtaining all this stuff at a steady rate outside of the "freebies" anyway.

Ultimately, everyone is gaining through this.


#2214283 The New Mesmer Meta

Posted BrazilTheHue on 26 June 2013 - 08:18 AM

Introduction



Weapons to Have
  • Sword(s) - Standard melee DPS and super invulnerability. Clone blink, pretty cool. Block and Swordsman if you've got it as an offhand. Boon-stripping and vulnerability on autoattack
  • Focus - Pull on my dick a little, or just pull the mobs. Great offhand. Warden and Temporal Curtain reflect projectiles with this build, don't forget that.


Gear
  • Assassin's Armor set with Scholar Runes or Ranger Runes
  • Assassin's Trinkets (Or Ascended Berserker's if you need Ascended gear)
  • Assassin's Weapons
  • Sigil of Force for your mainhand Sword
  • 10% Sigil of your choice for your offhands


Potential Traits (Use what suits the situation you are in)
  • 6 in Domination. III, VI, XI
  • 6 in Dueling. IV, II, VIII
  • 2 Illusions. III
  • 6 in Domination. III, VI, XI
  • 2 in Dueling. II
  • 4 Inspiration. II, VIII
  • 2 Illusions. III
  • 6 in Domination. III, VI, XI
  • 4 in Dueling. IV, II
  • 4 Inspiration. II, VIII
  • 6 in Domination. III, VI, XI
  • 5 in Dueling. IV, II
  • 3 Illusions. III


Utilities
  • Signet of Inspiration - Use at the start of fights to copy Might and Fury to allies and also during fights if it's back up.
  • Blink - Stun break and blink.
  • Feedback - Projectile reflection, it's pretty nice.
  • Mantra of Concentration - Stability and stun-break, good for Lupicus (if you need it) and certain trash runs.
  • Mantra of Resolve - Condition Removal
  • Portal - Used for exploiting and breaking the game.
  • Null Field - AoE condition removal. Great for Arah.
  • Orgasmal Dick Enchanter - Boon stripping.
  • Veil - Stealth for a short time, not too great anymore.
  • Illusion of Life - Insta-rez, but only for a short time. Good if someone dies in a shitty place.
  • Ether Feast - Standard and spammable heal skill.
  • Signet of Ether - The best heal skill you can take
  • Time Warp - Hounds of Balthazar is arguably better, so this one is up to you.


Consumables
  • Seaweed Salad or Asparagus and Sage Salad



#2343215 What do you people think of the new Silverwastes map?

Posted I post stuff on 22 November 2014 - 10:12 PM

View PostMiragee, on 22 November 2014 - 08:32 PM, said:

Funnily enough, around release they said that they build up the core and could now easily expand upon it in terms of new areas.
I think they overlooked something and now it stops them from releasing more content faster. There has to be a reason why they can't make huge skill revamps etc.

Though in all fairness I still don't think that GW2 lacks content, there is a ton of non-grind things to do. I think that the real problem is that there is nothing to make the players feel that their commitment was worth it.

So we are left with a game that doesn't reward, doesn't motivate and is quite stiff mechanically.


#2343230 What do you people think of the new Silverwastes map?

Posted I post stuff on 23 November 2014 - 11:31 AM

View PostHaggus, on 22 November 2014 - 11:52 PM, said:

In other words, I work a job that is tough, but challenging and rewarding.  Yet, the game is like most people's jobs.  Go figure.
Yeah, I mean let's say I put 30+ hours a week into a typical MMO. Chances are my toon will be noticeably stronger than others.

GW2 is different. I can put this much hours into the game and still be hardly richer or stronger than everyone else. The skill ceiling is low, and learning curve very forgiving so it's hard to judge someone's skill based on experience. Top tier stuff (Ascended) hardly offers you anything that would justify the cost and time. Legendaries are just skins that look cool, but again not quite cool enough to justify the cost and time

Classes are quite stiff mechanically. There isn't much you can do to change your playstyle. This varies a bit from class to class, some can run really out of the box stuff (full healing power Guard) but as a whole this is not a sandbox game, not by a mile.

This leaves us with a kind of skin/collection progression. But there are two problems with this:

1. In my opinion the gear in this game doesn't look very good. Lots of stuff clip and bend horribly; arms go through skirts, tails clip through trenchcoats, heavy plate behaves like it is plastic and looks thin etc. This of course varies depending on race/gender, which means that to play GW2 like a dress up game you really need to choose the right race, class, gender and body type. So again, stiff mechanics.

2. Collection heavy progression was introduced far too late, together with many questionable changes. At this time I imagine it is too little, far too late to make some players regain faith in this game and the company that runs it. Plus, the whole thing feels a bit rushed and doesn't offer a lot in terms of rewards.

The biggest problem though, is that all of the above created an in game culture that actively disregards how much time someone put into the game; a player that has 10k gold, 20 legendaries, 25k ap and all toons in infused Ascended will be treated the same as everyone else.

There is no real way to stand out, as such a player is defined by how s/he treats others. This is actually really cool, and a positive outcome of all of the above. Though, if we treat GW2 as a community driven game, it's safe to say ANet doesn't treat it as such, and thus doesn't offer a lot of support for it to grow in that direction.

So this brings me to the last point. The biggest downfall of ANet is that they fail to recognize the strengths of their product, let alone noticing the fundamental weaknesses. They failed to recognize the potential of GW1 as a competetive game based around team PvP and PvE speedruns, foolishly trying to make it akin to the traditional MMOs instead. This led them to make GW2, and they are currently failing to recognize its strengths as a community driven game with strong focus on cosmetics-based progression. Instead, they are trying to compete with E-Sports giants (doto, sc etc.).

They have a fleet of flying ships that leak, instead of flying they spend all their time in the docks plugging in the holes.

Why?

Because they want to compete with submarines.


#2342849 Is GW2 dead now or is it just the forums?

Posted raspberry jam on 17 November 2014 - 11:15 AM

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 think one reason is that the "forced" partying and the instancing were catalytes for each other when it came to forcing people to socialize. It makes it feel like it's the little team you formed before going on a mission or whatever against the entire rest of the world (or area, at least). Also, the feeling of loneliness made each decent other player that you met more valuable, making you want to make new friends. In GW2 players are everywhere, so it's not really worth it to start talking to them.

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

And that's moreso the scope I'm looking for them to approach it on; actually, your suggestion is somewhat grander, but along the same lines. Personally, I think a big part of the problem is QoL features such as quest trackers, which totally remove any thought involved in engaging in most content. That window where you're actually mentally engaging in the game in order to figure out where to go or whatever, is the best opportunity for a developer to also engage you with some well placed lore or easter egg or whatnot. Shallow or totally opaque dungeon encounters, something GW2 was extremely guilty of IMO, don't really help, but currently seem endemic to the genre.
True enough, leading players around by the nose makes for a boring game. Quest trackers and checklists really do kill parts of the game that they seem totally unrelated to: when you are out killing boars for fun or for challenge, combat is exciting, but when you are out killing boars just to kill 5 of them (or to fill up a meter, which is the same damn thing), combat is just in the way of getting 5 kills (or a full meter). And that's just one example: QoL features end up killing the fun in so many ways. Not all of them, and sometimes it's worth killing what wasn't so fun to begin with, I'm not against these features as such, that's not what I'm saying. But when implemented wrong, they really do detract from a game more than they add to it, even though it seemingly is the other way around.

On the other hand, as an example: I've seen a complaint that Mass Effect was very confusing to players because they were just "thrown in" into the game, and an example of that was that the health bar turned green when the player was poisoned and there was never any explanation of why it was green. :unsure: Sometimes leading players around by the nose is important for sales and for player retention.

View PostPhineas Poe, on 14 November 2014 - 04:03 PM, said:

The "never talk" understanding of GW2 teamplay or "never having to think" argument of its combat may make sense if you're blowing through Ascalon Catacombs, but participating in anything meaningful end-game content like high-level fractals, Tequatl, Wurm, or successfully completing the later raids of LS1 like Marionette absolutely required both communication and individual player skill.

It's hilarious that the same people are still making the same arguments despite the fact that no one still kills Tequatl but a few select guilds/servers, and that now one but GW2C and TTS kill Wurm on any regular level. And since EG's leadership implosion no individual 500-man guild has killed it since. There are plenty of fights in this game that require high level thinking and organization to successfully complete, and it isn't relegated only to open-world raid bosses.
I disagree, at least regarding fractals and Teq. Now sure, yes, it sometimes requires some communication, to the level of "let's go" and "go over here". Admittedly, even the most difficult parts of GW1 could be done with almost as limited communication. But as for individual skill it's just that; the skill required in GW1 was not so much about individual performance as it was about team performance. You could play perfect and yet die because the monk stupidly aggroed some bad guy and had to run away instead of staying to heal you. In that case you could lower your own performance to preempt that bad guy so that the monk wouldn't be targeted. Or maybe the team had to split up and act in two different locations, and one sub-team had some difficulty so your team had to send one more guy over to the other side. Or maybe the entire team. And you'd have to decide, on the spot, what to do. I'm shit at explaining this. It wasn't about you, it was about how you fit in with the others.


#2342735 Is GW2 dead now or is it just the forums?

Posted Shayne Hawke on 15 November 2014 - 05:59 AM

View PostEl Duderino, on 15 November 2014 - 03:48 AM, said:

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

Eh, I was going to try to tie it back with some remark about not being able to discuss anything meaningful on a forum if ANet can't design their game in a way that makes it obvious who it's for... but on second thought, ♥♥♥♥ it, I'm dropping it, it's not worth the hassle to try to continue to talk about this game.


#2342690 Is GW2 dead now or is it just the forums?

Posted davadude on 14 November 2014 - 07:18 PM

View PostPhineas Poe, on 14 November 2014 - 04:03 PM, said:

It's hilarious that the same people are still making the same arguments despite the fact that no one still kills Tequatl but a few select guilds/servers, and that now one but GW2C and TTS kill Wurm on any regular level. And since EG's leadership implosion no individual 500-man guild has killed it since.

I hate taking this out, but have to add this in for correctness' sake.  Tequatl is being killed daily, I just organized a run five minutes before the start of it, and we succeeded with 7 minutes to go.  The LFG tool explodes during world events, organized Silverwastes hours, and during LS events.  Wurm is more difficult to organize, but doing it 20 minutes ahead of time through the LFG makes it simple.  Just tag up yourself, wait for two others, and your shard will fill up quick.

My point being, these events are done by randoms in huge numbers each day.  That statement is simply wrong.


#2342681 Is GW2 dead now or is it just the forums?

Posted Shayne Hawke on 14 November 2014 - 05:20 PM

View PostPhineas Poe, on 14 November 2014 - 04:42 PM, said:

Please cite one PvP team that has veered away from the meta and won a tourney.

Late Edit - And RE: WvW, there are plenty of zerg-busting guilds that wipe out other servers 30v50 all the ♥♥♥♥ing time. This is a game that gives safety in numbers, but if someone knows that they're doing they can win 1v2s all the time. This game rewards players who think and who build correctly.

This game has its issues, but let's not be absurd about it. Competitiveness is what drives PvP, not rewards.

Please explain to me how PvP tourneys and 1v2s in WvW are representative of how the whole of GW2 caters to the individual.  Please explain to me which individual in the 30v50 is responsible for the fundamental outcome of one side wiping in that engagement, how removing them from either side or adding one player to either side will change the outcome, and how that player is rewarded or punished for that responsibility compared to others in the group.


#2343023 Living Story.......One step closer.....to Exit

Posted Alex Dimitri on 19 November 2014 - 02:07 PM

Ok, i`m one of those uber persistant  guys who goes beyound 100% when he puts his mind into something.As long time GW player and fan i was in 7th heaven when i heard about GW2 being made, i followed development religiously, bought game in pre-order and started imagination/ego trippin here on Guru back in 2010 !

I played GW2 past 2+ years and i was in denial, i simply didn`t want to believe that company that made one of my favorite games ever (GW1) cannot make sequel at least "worthy".
Yeah game looks beautiful.....and that`s about it, it goes skin deep empty shell style.
When i first saw map of Tyria i said "awesome such a huge place to explore" but to my suprise 2+ years into game`s life and we still can`t go into any of those areas, we have like 2-3 lvl 80 maps and endleslly boring dungeons, that simply don`t pose any kind of challenge even to noobiest of new players (don`t even wanna mention seasoned MMO veterans).
PvP part of the game is also weak, WvW was good idea but people mentality on one side hideous low performance (lag) and no real improvements made it stale, predictable and farmable crap that makes little to no sense !
Competitive part sPvP has only single mode ?!? And that is set in stone, they never did spoke about different modes or anything to improve upon, so i guess that isn`t realy high on priority list !

And in the meantime Anet`s stuborn focus on LS continues.......first season, story, called it whatever you want sucked (Scarlet was awful antagonist/bad guy), i hated much more Thraehern then i ever put attention to Scarlet`s doing.....that says a lot about story imersion.
Second season is just same `ol same `ol....go there talk to this dude, ah he`s a bad guy, go there talk to this, see a vision.....bla,bla,bla.....zero !
And every single time new episode pop`s up it`s shorter and shorter !
Last night i played and finished entire new part in 20 min !!! So twenty minutes for expansion that you get for a MMO game, really ?

I`m sorry i tried really, really tried but this is going nowhere and i cannot force myself to look how people with limited imagination destroy a game that promised so much.With sadness in my heart i say goodbye to Tyria and nice people i met along the way this past few years.

Maybe somewhere along the road things change......who knows, until then goodbye from Alex !


#2342774 GW2: Master of Salami Slicing

Posted Baron von Scrufflebutt on 15 November 2014 - 04:07 PM

View PostSatenia, on 15 November 2014 - 01:45 PM, said:

Your bad indeed. I would call it an analogy myself.

In the interest of discussion, do you actually have anything meaningful to contribute to the OP's mathematical approach to the gem-store change? I would be most happy to hear it.

I am not particularly bothered by the OP's "analogy" or his hypothetical situation since I understand that they are not the point of his post. They are simply there to spice up the post.
With that in mind, I very much share the OP's outrage over this shitty system: especially since, as I said, it was part of a push to screw over the consumers and they even had the nerve to try to argue that the change was made to benefit the consumer! The system today is less favourable for consumers than it was before the change.