Endgame
End game in GW2 is trying to do dungeons, by trying I mean they have tons of bugs and sometime you cant even get it. Other end games activities include attempting to log on after a crash, rerolling a thief for pvp, or playing solitaire while the servers are down.
There’s virtually no real competition in this game between players. It would be great if we could see our ranks in PvP for instance. Right now we don’t even know server rankings, and there’s not much incentive to cooperate and win. There’s also no real sense of character progression. You have all the skills you’re going to use by level 25 or so.
I typically use the term “endgame” to refer to the PvE gaming experience at max level; however, I’m reading a bunch of topics that are trying to squeeze sPvP and W3 into the label.
I’ve actually attempted to start some rational conversations on some of the things to fix the experience at level 80. My largest concern is that there is a significant lack of connection between the players and the content, with proposed solutions summarized here:
A. Re-tool the LFG system; We don’t want to “look for a group”, we want to “look for something fun to do”. Let the groups just naturally organize around the event.
1. Let the players subscribe to notifications of server-wide PVE events. Let us know when the centaurs are acting up in Hirathi Highlands, or when the Splintered Coast is seeing increased activity and that Tequatl’s approach is imminent. Let us know if the Citadel of Flame is under Flame Legion control or that Zojja needs our help at the Crusible of Eternity.
2. Incentivise revisiting certain lowly populated maps. Perhaps in the new “LFG” tool, we can show a priority call for action letting us know when the Durmand Priory’s forces are low (there are too few players on the map), or when (and where) the forces of Tyria are planning an attack on Zhaitan’s forces on Orr and need our help. Increase the magic item drop rate for these troubled zones.
3. Let the user queue up for dungeons that we want to queue up for. I have read that the development staff have no intentions on doing this, but I just cannot see how this would have any negative impact on the gameplay or the user experience.
B. Poop-Can the need to run a dungeon 46 times for one set of gear. This is just ridiculous and I don’t even know how this made the cut. I have a couple of ideas on how to fix this:
1. Dungeon vendors only become available after a player has completed at least 2 explorable modes. At that point, those vendors accept karma (poop-can the dungeon tokens).
2. Make dungeon tokens universal across all the different dungeons, and set it so that when a player completes a majority of the explorable dungeons, they have been rewarded with enough “dungeon currency” to purchase a single armor set.
“We just don’t want players to grind in GW2” – C. Johanson
“The most important thing in any game should be the player” – R. Soesbee
I made a topic on this earlier today.. though, it was more in line with other peoples “expectations” of a genre.. rather than just what GW2 could do to improve “End Game”.
If ya want, check it out.. and leave a comment on your thoughts bout the genre ~
https://forum-en.gw2archive.eu/forum/game/gw2/What-is-an-MMO-are-preconceived-notions-bad/first#post227982
The whole game is endgame!
I still can’t believe they try to say that with a straight face.
Yea, this game doesn’t have end game. Literally, like the above poster said, the entire game is suppose to be end-game. This has been said by the devs again and again, the whole game is suppose to be end-game. They don’t want people hitting max level and thinking that’s when the game starts.
If you’re max level the beneficial things to do are: Get all your exotic gear (all exotic gear has the same stat variables), do some form of PvP, WvWvW more than likely because that’s where your exotic gear will hold any effect.
Yea, this game doesn’t have end game. Literally, like the above poster said, the entire game is suppose to be end-game. This has been said by the devs again and again, the whole game is suppose to be end-game. They don’t want people hitting max level and thinking that’s when the game starts.
If you’re max level the beneficial things to do are: Get all your exotic gear (all exotic gear has the same stat variables), do some form of PvP, WvWvW more than likely because that’s where your exotic gear will hold any effect.
Except this workflow doesn’t really cut it.
What you’re essentially saying is play PvE until you hit 80, then we’re going to flip your entire gameplay experience around on you and make you do something else. Forget all that story and lore you built up on your way here, it was just filler to get you into sPvP and WvW.
It just doesn’t make sense to me. In the same forums I see two large PvE complaining tones.
1. Players at 80 are having difficulty finding fun things to do (risk vs reward prohibits it).
2. Players on their way up to 80 are finding group oriented DEs a pain because there are too few players to do them.
“We just don’t want players to grind in GW2” – C. Johanson
“The most important thing in any game should be the player” – R. Soesbee
1. What do players expect they should do once they’ve completed everything?
I guess most players always seek more power.
2. How do MMOs that have been around for years, keep top level players playing?
Top level items that are extremely hard to get.
3. What could Guild Wars 2 do to improve the endgame experience?
Satisfy the hunger for more power.
4. If you could suggest a drastic change to improve the endgame for all MMOs what would it be?
The best thing i saw in MMO’s are level resets that add something new after you complete it again (for example at level 80 to reset to level 1 but receive a new skill from a different class, each lvl 80 reset to grant a new skill or trait from any class you choose ..that way you can become super OP, the game will satisfy your greed and let you refine your character endlessly with interesting new combos that will keep you playing the game for years)
5. Would you support a game that was so hard, it took months, or years to reach level 80?
Answer to number 4 will improve that.
Keep in mind these where just my personal opinions and suggestions, i haven’t even reached lvl 80 yet and i’m enjoying the game as it is so far.
Yea, this game doesn’t have end game. Literally, like the above poster said, the entire game is suppose to be end-game. This has been said by the devs again and again, the whole game is suppose to be end-game. They don’t want people hitting max level and thinking that’s when the game starts.
If you’re max level the beneficial things to do are: Get all your exotic gear (all exotic gear has the same stat variables), do some form of PvP, WvWvW more than likely because that’s where your exotic gear will hold any effect.
Except this workflow doesn’t really cut it.
What you’re essentially saying is play PvE until you hit 80, then we’re going to flip your entire gameplay experience around on you and make you do something else. Forget all that story and lore you built up on your way here, it was just filler to get you into sPvP and WvW.
It just doesn’t make sense to me. In the same forums I see two large PvE complaining tones.
1. Players at 80 are having difficulty finding fun things to do (risk vs reward prohibits it).
2. Players on their way up to 80 are finding group oriented DEs a pain because there are too few players to do them.
Yes, that is what I’m saying. This game is PvP orientated, the PvE is just there to get you to 80, so you can then fully participate in WvW without frustration.
1. What do players expect they should do once they’ve completed everything?
Different players have different expectations – some are dedicated pvpers, others prefer the different aspects of pve and many enjoy both.
2. How do MMOs that have been around for years, keep top level players playing?
Pvp formats in which players feel that skill is the major factor can be a key element in the retention of an MMO player-base. The extent to which an MMO is pvp-orientated determines the degree to which this element is significant. In GW2 this will be highly significant.
As for pve, in a traditional theme park MMO, such as WoW, there are raids. Taking WoW as an example, a raid is a 10 or 25 player dungeon which contains many bosses of varying difficulty. Player groups have clear roles which provide the basis for the teamwork necessary to defeat the bosses. When defeated the bosses drop loot and if a player wins loot they gain a sense of their character improving.
Over the course of a WoW expansion, 3 or 4 raids will be released, so the challenge of the next raid and the raid after that, plus the reward of ever-improving gear, is what keeps people playing (and paying a monthly sub). Also, many raiders enjoy the format for its own sake.
The raid-style pve format requires something like the Holy Trinity – tank, healer and dps or at least a dedicated healer role. Anet decided not to implement this so there won’t be any raids in GW2. This may act to limit the active pve player-base in the GW2 endgame.
3. What could Guild Wars 2 do to improve the endgame experience.
For pve: iron out the bugs in dungeons, buff AoE healing on all professions, improve rewards, make it easier to get a group.
For pvp: keep it balanced, listen to the feedback from the pvp community and refine the formats over time.
4. If you could suggest a drastic change to improve the endgame for all MMOs what would it be?
Once per week anyone who posted negative and intentionally offensive criticism on the forums is teleported to another dimension. This would be permanent.
5. Would you support a game that was so hard, it took months, or years to reach level 80?
Personally I might be interested, but in my opinion the proportion of MMO players who want this is relatively small.