Good news everyone. I’m here to talk your ear off on yet another big issue in GW2. tl;dr conveyance sucks. Now, where did I put my darn soap box…
Table of contents!
Post 1: The table of contents
Post 2: more stuff on the table of contents
Post 3: random trailing thoughts.
Post 4: reserved for paranoia and counter-arguments.
Post 5: yay I found my soap box.
Now that I have my soap box, enough stalling. I free write these things, so I don’t know how long each section will be.
The REAL table of contents:
Post 1
Section 1: The problem
Section 2: Anets solution
Post 2
Section 3: Why this solution fails: conveyance
Post 3
Section 4: Why this solution fails: Other MMOs
Section 5: Why this solution fails: principles
Post 4
Section 6: Solutions, suggestions, and other ideas
Post 5
Reserved for paranoia
THE PROBLEM!
There is a very strange phenomena I encounter a lot while playing this game: people don’t know how to play this game. This isn’t some egotistical massaging or another version of class/build/role warfare, but a statement of fact. I get these questions all the time, especially while on my engineer:
*How do you give everyone stealth?
*How do you give everyone might?
*What is a combo field?
*What is a blast finisher?
*What? Engineers have reflects?
*Why are you wearing clerics? (Note, I wear full zerker in PVE. This person doesn’t know that I"ll blast water fields in emergencies)
*How you alive? (said when I engage boss at melee range)
*How do I stop attacking?
*Ooh sexy, wanna cyber?
These players legitimately don’t know. You’ll see it on the forums, too. “Everyone stacks, but the stack will randomly fail”. “Everyone says to dodge, but you can’t dodge everything”. Hell, in one of Wooden Potatoes’ podcasts, he had to learn the hard way that the condition duration cap is at 100%.
I know. Of course, I remember how I learned, too. After seeing previews in the Yogscast, I latched on and researched as much possible, imagining the epicness of each and every individual skill, and how I would use unique tricks to beat everyone. I would go and experiment throughout all of PVP with different classes and different skills, learning how to use them and practicing rotations on golems in the mists. I’d watch videos debating the merits of different design choices, and I’d learn through them.
So, keeping in mind how I learned, I noticed something: In no way did the game teach me to do anything. All the information I had learned I had to seek out and teach myself, and that wasn’t even a bit of all the info there was about anything in the game. For every scrap of info for self improvement, I had to fight for it.
Guild Wars 2 is the only MMO I’ve ever played that didn’t have a tutorial. No, there’s a story intro stage that teaches players absolutely nothing but how to use 1, and that red circles are bad. From there, players are put into the wide open world, where we can do amazing things like learn about norn totems or help out on various farms with menial tasks. Players are left on their own, and if they aren’t theorycrafters like the top 5% of us, they aren’t going to know squat about how to play the game.
So, with no basic tutorial, or in-game manual, is it any wonder that players don’t know how combo fields work? Is it any mystery that players don’t know about the condition cap? Is it any quandary that players are clueless about the exact mechanics behind cleanses, crits, condition duration, procs, blocks and unblockable attacks, defiance, leveling, stat scaling, event scaling, and experience gain? For goodness sakes, the sheath weapon key is unbound when you start the game!
This is far more than just tooltips. The lack of knowledge comes with an even greater burden: the lack of knowledge about a lack of knowledge. As far as a bearbow ranger considers things, he knows plenty enough about the game, and there is nothing around to tell him otherwise. The way overworld events are handled, everything is just a random series of overlaying information, so the experience this ranger has with combo fields is just a few pings of “cleansing bolt” that have no apparent use or function. He’ll bearbow right up until he gets to dungeons, where he’ll be anonymously kicked for something other players won’t even bother to explain. How is he supposed to know that bearbow suddenly isn’t good enough, where for the entirety of the game it has been?
ANETS SOLUTION!
Anets solution can be considered a social darwinism, where the selective pressure is boredom. That is, “take away things early game to make players experiment on their own, then slowly release temporary content that demands more from the player as time goes on”. They do this with the hope that failure of a particular event will spur players to improve themselves and get better at the game. To rise to the challenge, if you will.
(edited by Blood Red Arachnid.2493)