Anet Raid Dev comic
thats really funny
Brilliant but sadly true. Same goes for all the dungeons, fractals, story, and new map events and achievements.
Jenna Gracen – Scrapper && Merit Sullivan – Guardian
Daenerys Ceridwen – Druid && Vexia Gracen – Chronomancer
Pretty much goes for any game ever. Players figure out how to ‘game’ stuff more quickly than devs can release new stuff. About the only time that doesn’t happen is when there are artificial barriers imposed.
Pretty much goes for any game ever. Players figure out how to ‘game’ stuff more quickly than devs can release new stuff. About the only time that doesn’t happen is when there are artificial barriers imposed.
Indeed. The question usually is just how long people have to wait for the next raid, not whether they do. At least in case of progress guilds.
There is no loyalty without betrayal. -Ann Smiley
Pretty much goes for any game ever. Players figure out how to ‘game’ stuff more quickly than devs can release new stuff. About the only time that doesn’t happen is when there are artificial barriers imposed.
Aye. This happened recently in Lotro. The devs didn’t want to add anymore raids for a variety of reasons, but after years of feedback, they finally added a new one recently.
It was finished by multiple guilds the same evening.
Tequatl and Wurm at least took the community time to figure out and nail down. Sure, Tequatl became straightforward content in the end, but at least there was a period of figuring out time. I hope we see more of that.
Tequatl and Wurm at least took the community time to figure out and nail down. Sure, Tequatl became straightforward content in the end, but at least there was a period of figuring out time. I hope we see more of that.
Apples and oranges. Those open world bosses just take longer for two reasons: first, they are time-gated and a failed attempt results in a long waiting period. Second, the proportion of braindead and useless players naturally is higher in open world content, resulting in higher rates of failure, which closes the circle.
There is no loyalty without betrayal. -Ann Smiley
Tequatl and Wurm at least took the community time to figure out and nail down. Sure, Tequatl became straightforward content in the end, but at least there was a period of figuring out time. I hope we see more of that.
Apples and oranges. Those open world bosses just take longer for two reasons: first, they are time-gated and a failed attempt results in a long waiting period. Second, the proportion of braindead and useless players naturally is higher in open world content, resulting in higher rates of failure, which closes the circle.
Not entirely correct. Since it was fully coordinated and dedicated guilds/maps that figured it out, a lot was down to the scale of the coordination and the new mechanics that took time to adjust to, not the inability of players. Although I agree the time gate will have been more of a factor than I originally took into account.
Regardless, I’d still still like to see a couple more of these “figuring out” open world map bosses.
Fair point, maybe the proportion of randumb players was a bit lower than I’d estimate it. Didn’t play a lot back then. Still, those coordination issues are mainly due to the >100 people open world nature of those bosses. I’ve led raids in other games – can you imagine how difficult it can be to find just 20-30 good players? Going to Teq/Worm numbers adds a massive dilution effect with regard to average player skill. Honestly, GW2 boss mechanics are just primitive when I compare them to proper raid bosses in other games, like Kael’Thas, Illidan, Kalecgos, System Daemons or Avatus.
Anyway, I agree that a few more bosses of this kind in GW2 wouldn’t be bad.
There is no loyalty without betrayal. -Ann Smiley