"Checklist" players. Trying to understand

"Checklist" players. Trying to understand

in Guild Wars 2 Discussion

Posted by: RebelYell.7132

RebelYell.7132

It’s called a win state. For example, in Civilization 4, you can win a game through cultural victory, the space race, diplomacy, or just conquering the world. Many paths, but they all give you concrete, challenging goals.

User was infracted for being awesome.

"Checklist" players. Trying to understand

in Guild Wars 2 Discussion

Posted by: SolaceInDeath.7502

SolaceInDeath.7502

People want end-game that isn’t simply grinding a repetitive dungeon for 12+ hours to get an aesthetic set of gear. Once I got my personal favorite aesthetic pieces, I lost interest. Once I completed the zones I enjoyed, I lost interest in that as well. When I learned I couldn’t sPvP properly with friends, and that all of the pieces of PvP gear were simply PvE models, I lost interest in that too.

After that, there was nothing left to actually work toward, so I’ll see you when a content patch comes out.

… actually, I just realised, people want numbers to show off. Not the look of the gear, not the fact they’ve achieved something hard. Just that their number is bigger than someone else.

No, they don’t. They want fun, progressing content, that gives you something to look forward to. The end-game in this game is equivalent to gold farming.

(edited by Moderator)

"Checklist" players. Trying to understand

in Guild Wars 2 Discussion

Posted by: SolaceInDeath.7502

SolaceInDeath.7502

People want end-game that isn’t simply grinding a repetitive dungeon for 12+ hours to get an aesthetic set of gear. Once I got my personal favorite aesthetic pieces, I lost interest. Once I completed the zones I enjoyed, I lost interest in that as well. When I learned I couldn’t sPvP properly with friends, and that all of the pieces of PvP gear were simply PvE models, I lost interest in that too.

After that, there was nothing left to actually work toward, so I’ll see you when a content patch comes out.

Would you prefer a daily lock-out for each path, so you’re not able to grind the same path over and over?

Longer paths with a lockout, greater rewards for better performance, more badges per chest, and actual “drops” from the chests that aren’t just blue items you sell to the vendor? That’d be nice.

"Checklist" players. Trying to understand

in Guild Wars 2 Discussion

Posted by: Shaileya.7063

Shaileya.7063

While things can be done to lengthen the initial playtime for checklisters, as you’re calling them, it is not actually possible to make an endgame that will hold their interests long term.

They’re the same sort of people that only keep their WoW subs active when theres a raid they don’t have gear out of yet, or they only log in to keep up with the latest currancy/pvp in between.

The antisocial state of all PVP in GW2 (unable to SPVP with friends due to poorly thought out system, waffley queue meaning no guild wvw) means there is no PVP to keep them interested. Fixing that would obviously be helpful for checklister and not alike, but it won’t hold their interests very long.

These sorts of players only want to experience things once usually, and nothing short of new content is likely to appease them very long. I knew people in WoW that stopped logging in the very day they got the last raid item they could possiblly upgrade their character with because their interest was merely being artificially extended via a sense of progression. They had experienced said raid, and thus since it isn’t new and shiny now, they don’t repeat it because they like it. They repeat it because it has a new item to wear. It isn’t just about the numbers. It’s about the sense of accomplishment.

GW2 doesn’t really have much of a sense of progression to even a non-checklister. I’m not personally bothered by that generally, but I certainly see that there isn’t one. Your achievements are not even shared with your guild in any way, so theres no sense of having bragging rights or something to congratulate others on and such. It was a bit of a downer that we couldn’t even see when our own guildies hit 80. Kind of trivializes the achievement system a bit that you don’t even get to share.

Something that might help hold non-content repeaters interests? A zone with rotating Events/Boss Fights. Something that wouldn’t be predictable. No popping into the zone to ask when x boss is going to spawn because everybody knows it’s timer. This might give new-content seekers something to linger around with longer in between updates.

(edited by Shaileya.7063)