Some simple solutions to improve the overall PvE gameplay experience

Some simple solutions to improve the overall PvE gameplay experience

in Suggestions

Posted by: Lance Coolee.9480

Lance Coolee.9480

Being a software architect, I’ll propose these problems / solutions in an Agile user story based format.

Sorry, there is also no TL;DR

Connect the players to the content; distribute level capped players across Tyria

1. As a GW2 player, I would like to be more informed about what is going on in the world around me. It’s a rather large PvE world and lots of different events occur at unpredictable times.

Solution:

Provide town criers in the major cities that alert players to some of the major events that are occurring throughout the game world. These town criers can let the players know when the centaurs are acting up in Hirathi Highlands, or when the Splintered Coast is seeing increased activity and that Tequatl’s approach is imminent. Let the players know if the Citadel of Flame is under Flame Legion control or that Zojja needs our help at the Crusible of Eternity.

Town criers may also do more than inform us of the larger “epic” events, like informing us that forces in certain key areas are low and need our help (a call to action that there are very few players in that area), or when the forces of Tyria are planning an attack on Zaitan’s forces on Orr and need our help. Perhaps even increase the magic find in these troubled areas as an incentive to visit them.

aside: Town Criers are one example of how to implement this goal. Other options are available, like an in game notification tool that players can use to subscribe to events they want to be aware of, etc…

Provide the player with a more intuitive tool for joining events / dungeons like a dungeon finder.

2. As a GW2 player, I would like to be able to obtain crafting mats and gear relevant to my crafting level without being restricted to certain zones.

Solution:

Item drops and drop rates should be directly related to the character’s level. The nodes may stay how they are currently (ie nodes are related to the level of the zone they are in). Also provide a new node type that allows tailors to not be strictly dependent on gear drops.

3. As a GW2 player, I would like to be able to participate in events / dungeons even if I don’t have the currency to do so.

Solution:

Allow armor and waypoint costs to scale based on how much available currency the player has, not on the player’s level. Establish a cap on this so it doesn’t infinitely scale. If a player is low on currency, this system won’t restrict the player from playing the game; if the player has adequate funds, then provide them with the highest cost waypoints and armor costs as an incentive to put more thought into their decisions. If a player has no available currency, waypoint and armor costs are zero.

“GW2 takes everything you love about GW1” – M. O’Brien
“We just don’t want players to grind in GW2” – C. Johanson
“The most important thing in any game should be the player” – R. Soesbee

(edited by Lance Coolee.9480)

Some simple solutions to improve the overall PvE gameplay experience

in Suggestions

Posted by: Lance Coolee.9480

Lance Coolee.9480

Make in game items more accessible; provide alternate paths to obtain in game items

1. As a GW2 player still leveling, certain in game items appear too far out of reach for me to obtain at my level. Examples: Level 40 faction weapons cost 9,800 karma, level 60 culture armor sets cost a total of 7g.

Solution:

Lower the cost of faction and cultural gear (under 80) to a cost that is reasonable based on what the player is capable of building up to that level.

2. As a level 80 GW2 player, dungeon, karma and badge gear appear to be available by only participating in their respective events. Enjoying the rest of the game world puts me no closer to achieving that goal.

Solution:

Normalize in game currency to use either karma or gold. In order to maintain that players show proficiency in a dungeon before purchasing the gear, provide a pre-requisite that players must complete before dungeon items may be purchasable (like completing the story and all 4 explorable paths of a dungeon). Provide a similar pre-requisite for WvW vendors.

Also consider lowing the cost of karma items to something reasonable.

“GW2 takes everything you love about GW1” – M. O’Brien
“We just don’t want players to grind in GW2” – C. Johanson
“The most important thing in any game should be the player” – R. Soesbee

(edited by Lance Coolee.9480)

Some simple solutions to improve the overall PvE gameplay experience

in Suggestions

Posted by: Lance Coolee.9480

Lance Coolee.9480

Miscellaneous gameplay

1. As a GW2 player, I would like to be able to quickly adapt to different combat situations. I would like to quickly choose gear and utility skills, along with weapon and primary skills, to adapt to solo or team play.

Solution:

Provide players with the ability to select “loadouts” that can quickly change a player’s utility skills, weapons and armor to a build that suits their gameplay situation.

2. As a GW2 player, I’m starting to find that the daily achievements get a bit repetitive and aren’t as compelling to complete as the first time I’ve done them.

Solution:

Vary the objectives for the daily achievements; don’t stick with just kills, variety, gathering and events. Mix it up a little, add some flavor.

“GW2 takes everything you love about GW1” – M. O’Brien
“We just don’t want players to grind in GW2” – C. Johanson
“The most important thing in any game should be the player” – R. Soesbee

Some simple solutions to improve the overall PvE gameplay experience

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Posted by: Red Falcon.8257

Red Falcon.8257

Do you really need to start every sentence with “as a GW2 player”?
We’re all GW2 players :P

Some simple solutions to improve the overall PvE gameplay experience

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Posted by: Lance Coolee.9480

Lance Coolee.9480

Do you really need to start every sentence with “as a GW2 player”?
We’re all GW2 players :P

Sorry, I know it looks weird, but it’s a format the devs are very likely familiar with.

In agile software development, that’s usually how user stories are formed. It’s nothing more than a way of providing context to the issue (although in this case it appears redundant).

http://en.wikipedia.org/wiki/Agile_software_development

“GW2 takes everything you love about GW1” – M. O’Brien
“We just don’t want players to grind in GW2” – C. Johanson
“The most important thing in any game should be the player” – R. Soesbee

Some simple solutions to improve the overall PvE gameplay experience

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Posted by: Sigma.5126

Sigma.5126

He does actually, it makes him sound like a player not a software architect.

And I have to agree with everything except for crafting materials part. I’d love to know about events that take place throughout the whole server and province. Sometimes I even don’t see world event status…

Some simple solutions to improve the overall PvE gameplay experience

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Posted by: flyinpiranha.2580

flyinpiranha.2580

These are really good suggestions. I especially like #3 (in first post) as I haven’t been traveling and exploring as much as I’d like to because I’m fairly broke a lot of the time.

Some simple solutions to improve the overall PvE gameplay experience

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Posted by: Replect.3407

Replect.3407

Apart from “2. As a GW2 player, I would like to be able to obtain crafting mats and gear relevant to my crafting level without being restricted to certain zones.”… I like or I at least have no problems with your suggestions, but this single one I really have to disagree, at least with your solution…