More things to reflect upon later.

More things to reflect upon later.

in The Lost Shores

Posted by: SarahTV.6470

SarahTV.6470

My weekends are busy, so I don’t always get to see these events go off in their entirety, however, following up on my previous post about spreading groups out, you really really need to do so better.

I just popped onto the Lost Shores map, and decided to explore around a bit, and was given the choice between two landing points. I figured these landing points would be on the opposite sides of the island, and offer two different experiences that spiraled around to a central point, which would be bueatiful in keeping population control going.

What I’ve seen your designers decide to do instead was to place both of the waypoints on the same side of the island, seperated by a moderate distance, where all traffic would funnel into a central location nearby.

THis is extreme poor planning, and shows your Event Design Lead has not studied other games, and has no clue what large populations do. They did not study your own WvWvW issues, and decided to press on anyway. This is a horrible idea, and frankly, the Lead Developer (who I assume is a different person) should have jumped in and told them no, and explained why they shouldn’t have done this.

A lot of your negative feedback keeps bring up the fact that your teams do not do their research into what other games of done, and how their events have failed. You have failed your customer base, by not observing other’s past mistakes.

I can not say this enough. Pretty Please, learn from other people’s experiences. Do not let the mistakes of the past keep repeating. Learn what works, and doesn’t work, by observation, so you won’t make the same mistakes again.

More things to reflect upon later.

in The Lost Shores

Posted by: nosleepdemon.1368

nosleepdemon.1368

The level design was also atrocious around the Ancient Karka event. An area that contains a large battle should never, EVER be filled with dozens of objects players can get stuck on. I found myself repeatedly getting stuck on scenery on the ground which got me caught several times inside AoE death zones. Luckily my warrior has several skills to prevent damage so I didn’t go down, but scores of people around me were not so fortunate.

The thing is, I’m an amateur level designer myself and there are many, many tutorials on the net about level design dating back from the mid-nineties that discuss the issue of geometric complexity vs action and manueverability, these are seriously mistakes a professional should not make.