Bad design does not mean fun

Bad design does not mean fun

in Guild Wars 2 Discussion

Posted by: Azjenco.9425

Azjenco.9425

Recently I’ve come to question what goes into the monster design of this game. The krait changes I find specifically taxing, and I feel there are far better ways to improve monsters without making their purpose that of one-man killing machines. The creature design team should perhaps take a step back and reevaluate what makes enemies fun and challenging.

To keep the discussion constructive I have some thoughts. I feel all enemy types should have their “thing”, something that makes them what they are, and I feel area traps should be the krait’s theme. The poison are fine, though I think needs to be toned down a bit and the being thrown around CCs as well. Why not have CCs on a distinct charge up, so a person knows when to dodge it, rather than having some enemies treat you like a rag doll. Let each krait have a distinct area trap, Hypnoss gets confusion, Damoss gets bleed, and Slaver gets poison. Nimross solely does nets, caltrops, and a charge up leap knockback.

These two things I’d really like to see.
Enemy types receiving distinguishable qualities that only their type has (like krait Traps), and single enemies get a singular purpose (instead of a whole lot of crazy abilities and CCs to make them “fun”), which would also make their group dynamics a bit more interesting and interactive.

*Edited to keep the topic on track.

(edited by Azjenco.9425)

Bad design does not mean fun

in Guild Wars 2 Discussion

Posted by: Shonie.5297

Shonie.5297

I need like one of those sadface/crying smilies.
Seems rather silly to exit the game out of frustration due to an event being difficult.
Was every DE intended to be faceroll easy to solo?
In any event, hope you’re feeling less emotional soon.

~Tarnished Coast~

Bad design does not mean fun

in Guild Wars 2 Discussion

Posted by: Azjenco.9425

Azjenco.9425

Lol, after reading it again it seems quite angst ridden. My intention wasn’t to sound whiney. The thing is, I really like that event, but after ten minutes of running from one side of the village, then running to the other, and watching my progress grow stagnant, I got a bit annoyed.

The point of my thread though was to point out that this used to be a pretty easy event. It’s not that I wanted to face roll it in a few seconds, it’s not really an issue if I need to work at getting an event done. What got me was that the seemingly merest change to one monster type radically changed the event into something not really challenging, but rather downright frustrating.

Bad design does not mean fun

in Guild Wars 2 Discussion

Posted by: Zeanix.8624

Zeanix.8624

I hate mob stun/slow and the slow combat movement…

Bad design does not mean fun

in Guild Wars 2 Discussion

Posted by: Shonie.5297

Shonie.5297

Some events with the kraits seem hard, but I don’t mind.
I’ve found the krait event in the asura lab by Tequatl to be impossible for me to solo. With one other person it is very very difficult. I usually skip it while waiting on Teq if there aren’t least 3 or 4 people. Maybe the krait are just designed to be tougher. It’s all good.

~Tarnished Coast~

Bad design does not mean fun

in Guild Wars 2 Discussion

Posted by: Reize.2176

Reize.2176

Ye aint wrong in saying that OP, most of the time i just ignore several DE’s nowadays because most of them are pretty much done into oblivion whereby a regular one couldnt be done solo or at the very least, could only be done with a few specific gimmick builds/classes.

Doesnt help that no one really roams anywhere save the most updated area anymore, can say a significantly huge population dont leave LA at all.

Bad design does not mean fun

in Guild Wars 2 Discussion

Posted by: Algreg.3629

Algreg.3629

quitting the game because ONE daily event failed? Wow, GW2 really has a causual audience.

Bad design does not mean fun

in Guild Wars 2 Discussion

Posted by: Azjenco.9425

Azjenco.9425

quitting the game because ONE daily event failed? Wow, GW2 really has a causual audience.

Didn’t really say I quit the game, so I find it difficult to see how you saw that in my post. I said I exited the game, and to blow of steam I created the thread. Right after I entered the game once more. Why would anyone quit the game if an event fails for a daily, since there are events scattered all over a zone? I just mentioned that because I really liked that event… And if I quit the game, then why would I bother to give my own constructive feedback.

I doubt you even read my entire post.

Bad design does not mean fun

in Guild Wars 2 Discussion

Posted by: FrizzFreston.5290

FrizzFreston.5290

quitting =! exitting, silly. =p

Tbh, Im more in favor of events that make me work at little, most of the events are pure “spam your skills and F button and succeed”.

There’s loads of tricks anyway that make you resurrect NPCs or combat certain situations. Only if you completely stick with 3 utility skills you always use, you can always adapt.

Like ressurect events, I usually try to use my ressurection/area healing or whatever support skills i can (regardless of my traits really) to make sure i have those extra NPCs to help me fight.

I often take a step back after dying a couple of times, change my utilities, perhaps my weapons, and match my traits as complimentary as possible, then try again. But then I’m not one to give up easily… I have died loads of times and kept trying. =p Especially against certain champions.

“It isn’t working!” CL4P-TP
Ingame Name: Guardian Erik

Bad design does not mean fun

in Guild Wars 2 Discussion

Posted by: Azjenco.9425

Azjenco.9425

I’m going to edit my post to remove the event. The point of my thread was that I dislike the redesign of the krait, but it’s turning into a discussion of “ragequit, after one event! you mad bro?”, and “difficult events aren’t that bad”.

Bad design does not mean fun

in Guild Wars 2 Discussion

Posted by: Herr der Friedhoefe.2490

Herr der Friedhoefe.2490

Not to take away from the OP and his anger (I would be kitten off too…), but there are fast and simple Shiverpeaks events for the daily back in Wayfarer’s Hills. The daily took me about 30 minutes last night and it was that long because I decided to wait for the Maw event. Basically, when parts of the game are no longer fun just stop doing them.

These days I’m down to shuffling 5 level 80 characters between world bosses/events. Oh, and the daily in order to keep up with that gear grind. A bit of WvW after that to flip some camps and earn some guild influence and chat with friends.

This game is not living up to the pre-release hype, never mind the manifesto.

My posts are facts as I know them, or my own opinion, and do not represent any guild.

Bad design does not mean fun

in Guild Wars 2 Discussion

Posted by: FrizzFreston.5290

FrizzFreston.5290

I’m going to edit my post to remove the event. The point of my thread was that I dislike the redesign of the krait, but it’s turning into a discussion of “ragequit, after one event! you mad bro?”, and “difficult events aren’t that bad”.

I had to check this out for myself, so I went there and…
I actually really like the redesign!

The krait are way more interesting to fight now than before. I also must ask, what level are you? I just did this event on my (okay fine, a bit OP) level 80 warrior. And managed just fine.

Sure it took me a while, but the krait only attack from the main gate, which I avoided. Then I started at the chief ressing from the back to the gate itself, I always kept the one hylek at the gate up just to stall the krait a bit, killed the krait, ressed that same hylek, and ressed one other.

Seemed fine for a lvl 80 anyway. :P

“It isn’t working!” CL4P-TP
Ingame Name: Guardian Erik

Bad design does not mean fun

in Guild Wars 2 Discussion

Posted by: Azjenco.9425

Azjenco.9425

I also must ask, what level are you?

Level 80 elementalist. Full exotic, no ascended. Focused on conditions, toughness and healing.

But it still doesn’t change my view that monsters could be more interesting. Basically I’d like monster types to be more unique, and groups to have more synergistic abilities.

Bad design does not mean fun

in Guild Wars 2 Discussion

Posted by: proxy.7963

proxy.7963

I’d argue that focusing or simplifying enemies towards certain ‘functions’ is a little undermined by a player’s ability to remove or negate a lot of different statuses very efficiently and without too much effort. Dodging as well tends to mitigate the effectiveness of all attacks, regardless of the status that they might cause. Both of these are pretty much a catch-all defence – avoid attacks and remove the worst of what hits you. This could be down to the game’s solo-friendly design – by reducing reliance on a group, you also increase your ability to deal with more threats by yourself.

I like theming enemies, though I hate feeling that I’m just fighting reskins of other enemies.

Off-Topic Misc Design Blah: Generally, GW2 very much encourages players to switch up their abilities on the fly (or immediately prior to … the … fly?). Having access to a pool of skills and traits that can be changed so long as one is not in combat offers pretty substantial means to tailor your set-up to suit a situation, barring the inability to fundamentally alter your trait investments. Exotics are fairly easy to get – Rares even more so – and I wonder how many players carry around alternate gear to suit challenges their normal build doesn’t work out on.

I know, for example, that my current set-up isn’t DPS, but certain challenges would benefit from me having increased DPS; for timed events where I have to kill a bunch of things, it makes sense that I would want to kill them quicker and spend less time absorbing damage. And I know that tweaking with my pow/tou/vit build to push out more damage wouldn’t be efficient in the long-term (without respeccing traits completely), but it could shift the balance in my favour.

I’m curious as to how often people actually do change their set-up to adapt to difficult sections and how often they attempt to push on through with their regular build and perhaps become frustrated as a result. I’m also curious to know how many enemies and events are designed with this flexibility in mind, ie; the idea that players will add a Stability-causing skill to their set in response to an enemy with knockback.

Behold: Opinions!

Bad design does not mean fun

in Guild Wars 2 Discussion

Posted by: TwoBit.5903

TwoBit.5903

Enemy design isn’t limited to their abilities but also their behavior patterns. GW2 currently uses 1 AI for all enemies- the zerg the players AI. To compensate, or rather as a result of this design, individual enemies have have very little threat level and but Larger groups though become exponentially more difficult to deal with. Enemy attacks lock on, and and with more enemies players have a harder time dealing with constant attacks that lock on to them from many different angles even with the availability of dodging and damage mitigation. It causes a very weird experieince where individual enemies are boring and large groups feel cheap to fight.

(edited by TwoBit.5903)