A) Don’t want raids and won’t be implementing them…or anything above 5 members in a group for anything, really. They picked 5 because anything above that requires more time to find groups, and they don’t want people to have to wait for their party to fill up (also a big reason they don’t have the trinity).
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Meanwhile, an event that REQUIRES 80+ people and for them to all be organized, which requires more waiting than any normal “raid”.
B) Want to put in as few instances as possible
Meanwhile overflows.
C) Want the world to feel living and changing, which random attacks/spawns on the open world promote
What exactly is random/changing about the same boss doing the same attacks in the exact same spot 24x a day?
D) Are not going to add any hard mode feature. They confirmed that their difficulty that they put in is set that way, otherwise it divides the community. If people want something easy, do CoF, if you want something hard, do open world Tequatl (and hopefully soon other world dragons and bosses).
HOW in gods name does having an hardmode version of the SAME EXACT fight divide people? Instead they put all the demographics into one clusterf* of a fight which divides people. Overflow issues making it impossible to even play with friends/guildies or even on your own server.
And the fact that it requires as much organizations as it does, basically screws anyone who plays casually or is pugging, while also being a sloppy mess for those that are doing hardcore organization, because they have to deal with the massive amount of randoms also trying to do the event and dealing with overflow, etc. It’s a giant clusterf.
Also zerg content is terrible and Anet really needs to stop it before they ruin all the content in this game.
I never said everything was implemented correctly or well, did I? I just said that these are what they have said (specifically Colin Johanson) and it is very very VERY unlikely they will ever make an instanced version of Teq…however, I will say…
A) I never played WoW or really any other MMO other than Guild Wars 1 (Runescape for maybe a year before that if that even counts), so I don’t really even know what a traditional raid is or feels like. However, I’ve heard from most people that this really isn’t a raid. I don’t necessarily agree with their scaling choices, but the difficulty of the content and organization needed I feel is perfect…it’s much more fun an active than the previous version. Also, yeah, right now with overflows and guesting problems, you kinda do have to sit and wait around, but Teq wasn’t designed so people would sit on the beaches of Sparkfly…it was more of a “Do your own thing, he’ll spawn when he does, and you have the choice whether you want to go help kill him or not.”
B) As I said above, overflows and guesting need fixes since they’re currently broken.
C) The fact that the area changes depending on whether you win/lose is still more alive than how it was before…or the alternative of putting it in an instance. There IS a timer, but the timer is semi-random, which again, better than the alternative in having him killed 48x/day in an instance whenever people want.
D) It absolutely does make a divide, and I actually understand Anet’s point with this one. In GW1, people got so used to HM that rarely people did NM. This discouraged new players because HM was too hard for them, as to be expected. Adding HM would create a divide because (example:) if I wanted to do AC, I would have to look for a group. Theoretically half of the groups would want to do HM, the other have would want to do NM. Therefore I have less groups to choose from because the community that wants to do AC is divided. Now is this perfect? No. Would all of the people doing AC hard mode actually be there if hard mode wasn’t around? Probably not, but that’s why there’s harder dungeons/content. Do those if you want hard mode.
While you said, it basically screws casual/pugging players…yes, it kinda does. And thankfully finally something does. We’ve had so much content in this game that screws hardcore players, and this is finally something more difficult that more hardcore players can do. Contrary to popular belief, casual content doesn’t appeal to everyone.