GW2 needs shift to 'instanced' content

GW2 needs shift to 'instanced' content

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Posted by: Charak.9761

Charak.9761

Or just until you provide a way for people to communicate to 150 players on the map for weird world contents that’s hard to control outside of the current TTS/ATT guilds.

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Posted by: soapingwet.4810

soapingwet.4810

Yes, but they probably won’t listen because it’s going back to GW1 and their pride will be at stake.

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Posted by: Rezz.8019

Rezz.8019

The whole point of GW2 is to be open world rather than instanced. You can go play WoW or any other generic MMO game if you wanted it to be instanced. GW2 is supposed to be different.

Also, only content that’s only for TTS/Att guilds (on NA) is wurm.
Tequatl is very easy on any megaserver map really, as long as you are there half an hour or so before the start. And you should be there earlier, it is an epic fight and not something where you should show up last minute and grab the reward.

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Posted by: soapingwet.4810

soapingwet.4810

The whole point of GW2 is to be open world rather than instanced. You can go play WoW or any other generic MMO game if you wanted it to be instanced. GW2 is supposed to be different.

Also, only content that’s only for TTS/Att guilds (on NA) is wurm.
Tequatl is very easy on any megaserver map really, as long as you are there half an hour or so before the start. And you should be there earlier, it is an epic fight and not something where you should show up last minute and grab the reward.

Sorry to burst your bubble but GW2 is not much different from WoW, from open world zerg and dungeon zerker spam, zzz.

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Posted by: Seabreeze.8437

Seabreeze.8437

I like the open-worldness. I mean, I kinda see your point, but having everything instanced in GW1 made it boring after a while. Felt like a single player most of the time (though some would argue that’s how it was supposed to feel). Not to mention the explorable zones were EMPTY as heck. I like seeing life in the world, with all kinds of people running around adventuring and stuff. I guess what I’m getting at is… I like the way GW2 plays, and wouldn’t want to go back to instanced stuff, save for personal stories and such.

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Posted by: Hydroclasm.8572

Hydroclasm.8572

The whole point of GW2 is to be open world rather than instanced. You can go play WoW or any other generic MMO game if you wanted it to be instanced. GW2 is supposed to be different.

Also, only content that’s only for TTS/Att guilds (on NA) is wurm.
Tequatl is very easy on any megaserver map really, as long as you are there half an hour or so before the start. And you should be there earlier, it is an epic fight and not something where you should show up last minute and grab the reward.

You really think it’s okay that people need to show up at least 30 minutes early to a 15 minute fight? Spending at least twice as much time AFK as they do playing the game? Especially since so many people already know how the fight works, why shouldn’t they be able to show up on time as opposed to ridiculously early?

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Posted by: Conner.4702

Conner.4702

The introduction of the megaservers pretty much made the game instanced already. You just can’t switch to specific instances on the fly, but need to jump through hoops for it.

GW2 does NOT have a persistant world and never did. It just got masked better before the megaservers.

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Posted by: laokoko.7403

laokoko.7403

The whole point of GW2 is to be open world rather than instanced. You can go play WoW or any other generic MMO game if you wanted it to be instanced. GW2 is supposed to be different.

Also, only content that’s only for TTS/Att guilds (on NA) is wurm.
Tequatl is very easy on any megaserver map really, as long as you are there half an hour or so before the start. And you should be there earlier, it is an epic fight and not something where you should show up last minute and grab the reward.

I think open world suppose to mean, I can just wonder in a map and do the content.

The problem is some of Anet’s living story events, the chance to “success” on the event if you just “wonder in” the map is very low. For example: Lion’s Arch save citizen, or Boss Blitz.

You have to “actively” looking for an “instanced map” if you want success on the event. Which really defeat the whole purpose of “open world”.

That being said, I suppose there isn’t any real solution. Making the content too easy would be unchallenging. Making the content hard, everyone would just set up their own “instanced map”, which defeat the whole purpose of “open world”.

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Posted by: Sarrs.4831

Sarrs.4831

I don’t like large group content. I haven’t touched Wurms or Teq because of it.

I want 5-man dungeons. They are fun, and with a healthy meta which respects GW2’s trinity, they’d be even better.

Also I want TA spiderpath back, because it’s silly that it got removed.

The problem is some of Anet’s living story events, the chance to “success” on the event if you just “wonder in” the map is very low. For example: Lion’s Arch save citizen, or Boss Blitz.

Boss Blitz is, I think, an experiment to see whether they can successfully make a ‘boss fight’ with rewards which are dependent on your performance.

Nalhadia – Kaineng

(edited by Sarrs.4831)

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Posted by: Aeolus.3615

Aeolus.3615

Yes, but they probably won’t listen because it’s going back to GW1 and their pride will be at stake.

then lets hope all server gets merged to one server with no overflows XD
and they can produce better content than a DPS timegate festival.

1st April joke, when gw2 receives a “balance” update.

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Posted by: Nick.6972

Nick.6972

The whole point of GW2 is to be open world rather than instanced. You can go play WoW or any other generic MMO game if you wanted it to be instanced. GW2 is supposed to be different.

GW2 is also supposed to be a GW1 sequel and supposed to “take everything we loved about GW1 and use it in GW2”.
Domain of Anguish, Fissure of Woe, Underworld, The Deep, Urgoz.

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Posted by: Yargesh.4965

Yargesh.4965

How would anything change with being called an instance rather than being called a map? Right now for Wurm with GW2Community there are probably 600 people trying to get on a 500 person teamspeak server for runs that can take a maximum 450 people (3 wurm runs) due to lack of people wanting to be a commander. Why do you think these people would suddenly vanish or commanders suddenly appear if you called it an instance?

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Posted by: Nick.6972

Nick.6972

I dont think any GW1 player here is asking for a 50 zerg copy paste WoW instance.
Personally, as a GW1 player, I want elite dungeons, 12/8 players.
Take The Deep for example. 12 players and party had to split into 4 smaller groups.
An instance/dungeon so hard it would take weeks or even months to figure it out and not just stack here and press one.

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Posted by: Bri.8354

Bri.8354

I get confused whenever I see people say that GW2 is “an open world game” and that open world is something it does well, when the combat mechanics, events, and enemy design are a disaster in open world settings.

If you’ve analyzed the game at all one of the easiest things to notice is that the core mechanics of the game are best suited for a small group of players, and the more you throw in the more the game starts falling apart. Nothing gets added mechanic wise to the fights the more players you throw in, the enemies just get more HP, more enemies spawn, and other methods of poor difficulty progression are added.

In every large encounter thus far the difficulty comes not from the actual combat mechanics, but from coordination and what many deem as “artificial difficulty” such as DPS tests where you need to defeat a boss before a timer, rather than your group getting wiped out through the actual combat.

And don’t even get me started on the atrocity of WvW “combat” and mechanics.

(edited by Bri.8354)

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Posted by: Xenon.4537

Xenon.4537

This popular notion that the “entire point of gw2 is open world akf 111111 zerging” is such a huge misconception. Please stop beating this drum. If open world is the whole point of gw2, then why do dungeons and personal story exist?

The “point” of gw2 transcends these things. The point is that its a game, and the point of a game is to be fun. If you think “afk 11111 while checking facebook” zerging is fun, then please log off gw2 and focus on Farmville.

OP, Nick, and Bri +1

(edited by Xenon.4537)

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Posted by: Draknar.5748

Draknar.5748

The whole point of GW2 is to be open world rather than instanced. You can go play WoW or any other generic MMO game if you wanted it to be instanced. GW2 is supposed to be different.

Also, only content that’s only for TTS/Att guilds (on NA) is wurm.
Tequatl is very easy on any megaserver map really, as long as you are there half an hour or so before the start. And you should be there earlier, it is an epic fight and not something where you should show up last minute and grab the reward.

You really think it’s okay that people need to show up at least 30 minutes early to a 15 minute fight? Spending at least twice as much time AFK as they do playing the game? Especially since so many people already know how the fight works, why shouldn’t they be able to show up on time as opposed to ridiculously early?

They can show up on time, the problem is that when you do, you will be surrounded by a majority of people that do NOT know the fight properly. Likely they’ve only ever been in the DPS blob up front and have no idea what to do with the rest of the fight, so nobody pays attention, turrets aren’t defended properly, etc.

What people are saying is if you want to get into a Teq encounter with prepared players that have already divided up groups for who is defending each turret area, who is DPSing, etc. then get there early. Nobody can stop you from showing up right when it starts, but you decrease your chances of succeeding significantly. You are only hurting yourself.

You’d be surprised by how many players that supposedly “know the fight”, don’t actually know the fight. They know where DPS stands and they will always go into the DPS group. Then all of a sudden everyone’s wondering why the turrets keep going down. People yell for more defenders of turrets, yet the DPS blob typically stands there, likely thinking to themselves “well I’ve only ever DPS’d in this blob, someone else will go and help I’m sure.” Then in those poor megaserver maps, 5min in you start to see in /map “wow epic fail, this isnt’ happening tonight”, then that person leaves, then others leave and then it becomes a big waste of time.

But yea, show up right as it starts if you want. It’s your time and you can spend it how you wish.

I won’t stop because I can’t stop.

It’s a medical condition, they say its terminal….

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Posted by: Xenon.4537

Xenon.4537

@ Draknar

I think what Hydroclasm is getting at is that the open world system for these fights is frustrating to organize. People are forced to enter the map WAY ahead of time and sit around waiting for 30 minutes to an hour or more just to participate in a short fight. The map fills up to hardcap well before the boss shows up. This is counter to Anet’s original philosophy of having no “waiting to have fun” content in the game.

Now I’m not sure of Hydroclasm’s stance on instances, but instances would help solve this issue. If Tequatl was in a dungeon instance, and people could form a group with the LFG tool, there would be no need to physically reserve your spot in advance. You could just find a group with room and engage in Jolly Cooperation.

Don’t get me wrong, being there to hear the commander explain the fight is hugely beneficial. But that can be done in 2 minutes right before you pull the boss.

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Posted by: notebene.3190

notebene.3190

This popular notion that the “entire point of gw2 is open world akf 111111 zerging” is such a huge misconception. Please stop beating this drum. If open world is the whole point of gw2, then why do dungeons and personal story exist?

The “point” of gw2 transcends these things. The point is that its a game, and the point of a game is to be fun. If you think “afk 11111 while checking facebook” zerging is fun, then please log off gw2 and focus on Farmville.

OP, Nick, and Bri +1

I actually very much like the existing design, compared to classes, roles, trinities, no open grouping, that past MMOs have had. It’s much more organic and friendly.

I don’t particularly enjoy dungeons that much, but have been on a few runs here and there with people claiming to be experienced and skilled players, and all we do is stand on each other and “afk 11111 while checking facebook” (as you put it), and it doesn’t seem all that much different to me.

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Posted by: Rauderi.8706

Rauderi.8706

If open world is the whole point of gw2, then why do dungeons and personal story exist?

Problem is, they don’t really support their dungeons, and Personal Story got the boot the moment it was released. After Zhaitan, that’s it. Trahearne’s the hero, and the player’s the plucky, useful sidekick.

Granted, I can forgive the “personal” story bit if Living World season 2 is what the rumors say it’ll be. Here’s to hoping. It might even lead to new 5-man dungeons.

Many alts; handle it!
“I’m finding companies should sell access to forums,
it seems many like them better than the games they comment on.” -Horrorscope.7632

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Posted by: Kalarchis.8635

Kalarchis.8635

@ Draknar

I think what Hydroclasm is getting at is that the open world system for these fights is frustrating to organize. People are forced to enter the map WAY ahead of time and sit around waiting for 30 minutes to an hour or more just to participate in a short fight. The map fills up to hardcap well before the boss shows up. This is counter to Anet’s original philosophy of having no “waiting to have fun” content in the game.

Now I’m not sure of Hydroclasm’s stance on instances, but instances would help solve this issue. If Tequatl was in a dungeon instance, and people could form a group with the LFG tool, there would be no need to physically reserve your spot in advance. You could just find a group with room and engage in Jolly Cooperation.

Don’t get me wrong, being there to hear the commander explain the fight is hugely beneficial. But that can be done in 2 minutes right before you pull the boss.

I really doubt instances would solve anything. Clueless randoms would still be showing up last minute, and probably in greater numbers b/c the LFG makes it more appealing. Anyone serious about the fight would still be filling up their maps half an hour early for the same reason they do it now: to ensure that they’re on a map with others who are serious and not the last-minute peanut gallery. Even with LFG, showing up 5 mins before the fight would still be a recipe for a lousy map copy.

And really, 2 mins to get people in TS, set up turret operators, defense groups, ERT, discuss builds/tactics with those who need help, etc? I know you’re exaggerating but come on.

Or just until you provide a way for people to communicate to 150 players on the map

Map chat works pretty well for me

(edited by Kalarchis.8635)

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Posted by: Xenon.4537

Xenon.4537

I actually very much like the existing design, compared to classes, roles, trinities, no open grouping, that past MMOs have had. It’s much more organic and friendly.

I don’t particularly enjoy dungeons that much, but have been on a few runs here and there with people claiming to be experienced and skilled players, and all we do is stand on each other and “afk 11111 while checking facebook” (as you put it), and it doesn’t seem all that much different to me.

I think you are under the impression I approve of the current state of dungeons where every boss is “stack+burn”. Let me squelch that right now. Dungeon bosses across the board need revamps and new mechanics that promote roles besides pure zerker and tactics besides stacking.

On a side note, if you were only pressing 11111 in a dungeon stack, you were a hindrance to your team. Everyone has a slightly more involved DPS rotation that involves taking advantage of might and vulnerability stacks and spreading boons to allies. Semantics. It’s not 1111111, but it’s still dumb, i’ll agree there.

Anyway, if you want to play a game where you don’t have to try or apply yourself, that’s called a movie.

If open world is the whole point of gw2, then why do dungeons and personal story exist?

Problem is, they don’t really support their dungeons, and Personal Story got the boot the moment it was released. After Zhaitan, that’s it. Trahearne’s the hero, and the player’s the plucky, useful sidekick.

Granted, I can forgive the “personal” story bit if Living World season 2 is what the rumors say it’ll be. Here’s to hoping. It might even lead to new 5-man dungeons.

You’re right, they should support dungeons more. The whole “zerker meta” argument can be traced to an over-simplicity of boss design. Essentially most bosses are healthbags. As I said above, they need more interesting mechanics. Bosses like triple wurm, marionette, molten zerker/firestorm, Frizz (rotating laser walls) are steps in the right direction. Heck, there’s a lot of story mode bosses that are way more fun than exp mode bosses. Gaheron Baelfire is a great example.

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Posted by: dace.8019

dace.8019

I wouldn’t mind the open world stuff so much if they had a game engine that could handle the players and their effects without going into meltdown.

There’s more problems (going mentally afk during 99% of it) sure, but the fact that just being there inflicts a painful, choppy experience on one and all is inexcusable.

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Posted by: notebene.3190

notebene.3190

Anyway, if you want to play a game where you don’t have to try or apply yourself, that’s called a movie.

I guess I really enjoy the movie they created and have let me watch for the last 2 years. I look forward to continuing to watch it.

Now, what they could do is revamp dungeons and fractals so that they are super hard and instanced, and you would have that to do, no? And maybe make ‘more’ dungeons and fractals which are instanced and hard and fun for you to do, right?

Why does that require the destruction of content and the philosophy of the open world that some of the rest of us enjoyed, and they seemed eager to provide us, for the last 2 years? Why does it have to be one or the other? I don’t begrudge you being given interesting and difficult content, why would content I enjoy need to be removed?

(edited by notebene.3190)

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Posted by: Draknar.5748

Draknar.5748

@ Draknar

I think what Hydroclasm is getting at is that the open world system for these fights is frustrating to organize. People are forced to enter the map WAY ahead of time and sit around waiting for 30 minutes to an hour or more just to participate in a short fight. The map fills up to hardcap well before the boss shows up. This is counter to Anet’s original philosophy of having no “waiting to have fun” content in the game.

The only problem with this is that you aren’t actually forced to enter the map ahead of time. You have the option to, if you want to increase your chances of success by getting into an organized megaserver. You can totally wait until the last minute and still “participate in a short fight”, you just likely won’t win.

I think the term “forced to” is being thrown around a bit too much these days when it comes to games.

It doesn’t help if the fight has already started and you’re yelling “hey PersonX! Move over to turret defense!” and then that person clearly isn’t even paying attention, so then they move on to the next person, “Person Y! HELLO STOP DPS AND HELP TURRETS”. No response from them. “OK anyone, we need to defend turrets!” and crickets, or one guy moves over, or like 30 people pull off DPS and move over.

You want to have assigned roles ahead of time. That’s what showing up early is for. Too much zerg content has turned into people thinking they can show up and just spam 1 and then win, which is not the case with Teq or Wurm.

I won’t stop because I can’t stop.

It’s a medical condition, they say its terminal….

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Posted by: IndigoSundown.5419

IndigoSundown.5419

I really doubt instances would solve anything. Clueless randoms would still be showing up last minute, and probably in greater numbers b/c the LFG makes it more appealing. Anyone serious about the fight would still be filling up their maps half an hour early for the same reason they do it now: to ensure that they’re on a map with others who are serious and not the last-minute peanut gallery. Even with LFG, showing up 5 mins before the fight would still be a recipe for a lousy map copy.

You’re missing the point of instanced events and the desire for the game to provide better systems to get the group together and coordinate. What ANet has provided in the Teq/Wurm and similar events is large group content that is instanced, but with systems that don’t support seamless gathering of and communication with the numbers of people needed to do events that require some coordination.

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Posted by: Dee Jay.2460

Dee Jay.2460

The open world raids…..if we want to call them that, have basically retained all the bad things I used to hate about conventional raiding.

  • The constant rehashing of boss tactics
  • Hours of waiting just for a single try.
  • An hour of organization before very Wurm attempt.
  • No sense of progression. You killed him easily last time? Well this time it may well fail.
  • Useless rewards (obviously).

To the individual player the raids aren’t even that challenging. They are a challenge to organize, especially in the days of megaservers, but not a challenge to execute.

Basically the challenge of these events isn’t in the encounters themselves but in the surrounding meta-game.

At the end of the day these open world raids don’t have a single redeeming quality. They are essentially 150 man instanced boss-battles but without the mechanics in place to manage that many people.

The whole concept of challenging open-world bosses is a failure to begin with and no longer worth exploring. If you want challenging fights, put them in instances and gives people the tools to manage themselves.

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Posted by: Swoo.5079

Swoo.5079

Basically it is the following.

Everything mmorpg players want, they don’t really want.

If you have an instanced game “we want a open world game”. Then they complain the game is not instanced base.

“We want harder content”. “We cant do it first time, too hard, big fail”.
“We want open world bosses and dungeons”. “Actually we want to control everyone that is in there, so private instance please”.

Ascended items are Anet biggest mistake and a kneejerk reaction.

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Posted by: rincewind.9528

rincewind.9528

Basically it is the following.

Everything mmorpg players want, they don’t really want.

If you have an instanced game “we want a open world game”. Then they complain the game is not instanced base.

“We want harder content”. “We cant do it first time, too hard, big fail”.
“We want open world bosses and dungeons”. “Actually we want to control everyone that is in there, so private instance please”.

Different players want different things.

You have the hardcore player, who want organized harder content.
And you have the casual player who want open more laid back content.

You CAN’T please both at the same time.

The best compromise? Dunno. Guess that making instanced hard content and open nice content will please both. You can even make an easy instanced mode (LFR I’m looking to you).

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Posted by: Xenon.4537

Xenon.4537

Anyway, if you want to play a game where you don’t have to try or apply yourself, that’s called a movie.

I guess I really enjoy the move they created and have let me watch for the last 2 years. I look forward to continuing to watch it.

Now, what they could do is revamp dungeons and fractals so that they are super hard and instanced, and you would have that to do, no? And maybe make ‘more’ dungeons and fractals which are instanced and hard and fun for you to do, right?

Why does that require the destruction of content and the philosophy of the open world that some of the rest of us enjoyed, and they seemed eager to provide us, for the last 2 years? Why does it have to be one or the other? I don’t begrudge you being given interesting and difficult content, why would content I enjoy need to be removed?

So you’re totally cool with auto-attacking all day long in a zerg? This is what you want the game to be? I’m sorry but it sounds to me like your idea of fun is just mindnumbingly boring and pointless. I would be all for this notion of catering to both sides, if Anet could actually pull it off. Honestly it doesn’t seem like they have time time or manpower to do so. Instead of a game packed with tons of content that one side can fully appreciate, we have a watered-down product that tries to cater to both sides. It’s like spreading not enough jelly over too much bread.

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Posted by: rincewind.9528

rincewind.9528

Anyway, if you want to play a game where you don’t have to try or apply yourself, that’s called a movie.

I guess I really enjoy the move they created and have let me watch for the last 2 years. I look forward to continuing to watch it.

Now, what they could do is revamp dungeons and fractals so that they are super hard and instanced, and you would have that to do, no? And maybe make ‘more’ dungeons and fractals which are instanced and hard and fun for you to do, right?

Why does that require the destruction of content and the philosophy of the open world that some of the rest of us enjoyed, and they seemed eager to provide us, for the last 2 years? Why does it have to be one or the other? I don’t begrudge you being given interesting and difficult content, why would content I enjoy need to be removed?

So you’re totally cool with auto-attacking all day long in a zerg? This is what you want the game to be? I’m sorry but it sounds to me like your idea of fun is just mindnumbingly boring and pointless. I would be all for this notion of catering to both sides, if Anet could actually pull it off. Honestly it doesn’t seem like they have time time or manpower to do so. Instead of a game packed with tons of content that one side can fully appreciate, we have a watered-down product that tries to cater to both sides. It’s like spreading not enough jelly over too much bread.

Then anet should make a clear statement of wich side will their please.
So the other side can leave and find a game suited to their tastes.

And I like to zerg. And I like to explore. I like to do the Dolyak cuterace. Heck, I even like to do some weird jumping like in the crystal finding (In little quotas!! Otherwise make me ragequit!!!).
But the Boss Blitz… was exiting to do a few times… after that it’s just boring.
And stressful. Hearing people cursing about upscales, telling people to not join them, saying that the others are idiots… meh.

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Posted by: notebene.3190

notebene.3190

Anyway, if you want to play a game where you don’t have to try or apply yourself, that’s called a movie.

I guess I really enjoy the move they created and have let me watch for the last 2 years. I look forward to continuing to watch it.

Now, what they could do is revamp dungeons and fractals so that they are super hard and instanced, and you would have that to do, no? And maybe make ‘more’ dungeons and fractals which are instanced and hard and fun for you to do, right?

Why does that require the destruction of content and the philosophy of the open world that some of the rest of us enjoyed, and they seemed eager to provide us, for the last 2 years? Why does it have to be one or the other? I don’t begrudge you being given interesting and difficult content, why would content I enjoy need to be removed?

So you’re totally cool with auto-attacking all day long in a zerg? This is what you want the game to be? I’m sorry but it sounds to me like your idea of fun is just mindnumbingly boring and pointless. I would be all for this notion of catering to both sides, if Anet could actually pull it off. Honestly it doesn’t seem like they have time time or manpower to do so. Instead of a game packed with tons of content that one side can fully appreciate, we have a watered-down product that tries to cater to both sides. It’s like spreading not enough jelly over too much bread.

I actually don’t play that way. I know it’s a popular thing to say, pressing 1 all the time. I see it at world events all the time (though, it confuses me why those people are there, if they aren’t enjoying themselves), but I don’t play that way when I’m at those events. I cycle through a good number of my skills and weapons. Not all of them, but anything that makes sense. Does it matter that I do that? I don’t know. Am I having fun doing it the way I want? Very much so.

I think they could service both communities easily. While I don’t agree that Teq should have been created by stealing existing content, it’s there, and that’s fine. I like it better that with the enhanced Wurm, it was ‘new’ content and didn’t steal from existing content. There’s dungeons, but I can understand how you folks are finding that stale now, they need to make more. There’s fractals too, and I’m not sure why people are talking about those more as awesome content to do? They introduced a new one of those at some point too, didn’t they?

If they put some more effort into revamping some monster mechanics (and I’d be fine if those ended up in the open world, so long as they were used in such a way that it catered to more of an open world play mentality, which doesn’t have to be ‘completely’ uncoordinated, I don’t think those of us that enjoy big, open world, groupless-grouping content are all completely lame) and dungeon mechanics and created some more intense dungeons and fractals, that would give you folks a path to pursue if the open world, groupless-grouping stuff gets too boring.

At the same time, they can continue on with living story and open world stuff as well.

I think they could do it if they shifted some resources around, and maybe picked up a few designers that specialize in revamping that sort of content (if they need the help). Remember when they said they had like 3 living world teams, I think it was, and they were all kinda leap frogging each other with the content? Does it really need to be that many teams? Could the living story stuff not happen as frequently, and break half of those people out into revamping the dungeon/fractal experience, along with introducing more of them? Then they could ping pong back and forth between living story updates, new dungeon/fractal, open world, etc.

I agree, that it seems like players like yourself that are looking for more challenging content seemed to have gotten the shaft a little bit. I just don’t think the way to accomplish filling that gap is to throw everything else away and rebuild it so it’s ‘all’ that type of content.

And if you are right, and they just can’t do it, then I’ll will just be sad that their internal organization and goals are such that they end up pitting the community against each other, and selfishly hope that the pendulum doesn’t swing too much. And I would not begrudge you from doing the same, which is exactly what you are doing.

Peace.

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Posted by: CuRtoKy.8576

CuRtoKy.8576

Anyway, if you want to play a game where you don’t have to try or apply yourself, that’s called a movie.

I guess I really enjoy the move they created and have let me watch for the last 2 years. I look forward to continuing to watch it.

Now, what they could do is revamp dungeons and fractals so that they are super hard and instanced, and you would have that to do, no? And maybe make ‘more’ dungeons and fractals which are instanced and hard and fun for you to do, right?

Why does that require the destruction of content and the philosophy of the open world that some of the rest of us enjoyed, and they seemed eager to provide us, for the last 2 years? Why does it have to be one or the other? I don’t begrudge you being given interesting and difficult content, why would content I enjoy need to be removed?

So you’re totally cool with auto-attacking all day long in a zerg? This is what you want the game to be? I’m sorry but it sounds to me like your idea of fun is just mindnumbingly boring and pointless. I would be all for this notion of catering to both sides, if Anet could actually pull it off. Honestly it doesn’t seem like they have time time or manpower to do so. Instead of a game packed with tons of content that one side can fully appreciate, we have a watered-down product that tries to cater to both sides. It’s like spreading not enough jelly over too much bread.

Then anet should make a clear statement of wich side will their please.
So the other side can leave and find a game suited to their tastes.

And I like to zerg. And I like to explore. I like to do the Dolyak cuterace. Heck, I even like to do some weird jumping like in the crystal finding (In little quotas!! Otherwise make me ragequit!!!).
But the Boss Blitz… was exiting to do a few times… after that it’s just boring.
And stressful. Hearing people cursing about upscales, telling people to not join them, saying that the others are idiots… meh.

They already have. They have stated on stream that they don’t mind zerging but they like coordinated large group play versus mindless zerging and that coordination should be better. I believe they stated this for PvE and WvW.

Bad players and players that don’t listen are the reason why some things are just stressful. Nothing really anyone can do about that. No ultimate UI or game design will solve the problem of people not doing what they should be doing to maximize success. Unless of course you just make mindless zerg content, boring but at least people get their rewards right?

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Posted by: CuRtoKy.8576

CuRtoKy.8576

Basically it is the following.

Everything mmorpg players want, they don’t really want.

If you have an instanced game “we want a open world game”. Then they complain the game is not instanced base.

“We want harder content”. “We cant do it first time, too hard, big fail”.
“We want open world bosses and dungeons”. “Actually we want to control everyone that is in there, so private instance please”.

Different players want different things.

You have the hardcore player, who want organized harder content.
And you have the casual player who want open more laid back content.

You CAN’T please both at the same time.

The best compromise? Dunno. Guess that making instanced hard content and open nice content will please both. You can even make an easy instanced mode (LFR I’m looking to you).

You already have both content in GW2 no idea why people are against anything unless they want to change X content into what they want. Like harder organized content well you have Tequ and Wurm. More laid back content you have like 80% of the world boss events out there.

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Posted by: Dusty Moon.4382

Dusty Moon.4382

We had what you are asking before the megaserver rollout and people were complaining about that.

Leave it the way it is.

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Posted by: rincewind.9528

rincewind.9528

Basically it is the following.

Everything mmorpg players want, they don’t really want.

If you have an instanced game “we want a open world game”. Then they complain the game is not instanced base.

“We want harder content”. “We cant do it first time, too hard, big fail”.
“We want open world bosses and dungeons”. “Actually we want to control everyone that is in there, so private instance please”.

Different players want different things.

You have the hardcore player, who want organized harder content.
And you have the casual player who want open more laid back content.

You CAN’T please both at the same time.

The best compromise? Dunno. Guess that making instanced hard content and open nice content will please both. You can even make an easy instanced mode (LFR I’m looking to you).

You already have both content in GW2 no idea why people are against anything unless they want to change X content into what they want. Like harder organized content well you have Tequ and Wurm. More laid back content you have like 80% of the world boss events out there.

I was adressing Swoo.5079 issue.
Of course that always people will be displeased with content.
If they took Shadow Behemoth and make a Tequ 2.0 the hardcore players will be delighted. The casual players will rage.
If they took Tequ and nerf it again the hardcore players will rage. The casual will be doing it again and will be happy.
Best solution, make new content that please both. A new open world boss, with an instanced hard version.
Anet has the resourcess, ability and will to please both? I don’t know.

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Posted by: IndigoSundown.5419

IndigoSundown.5419

I really doubt instances would solve anything. Clueless randoms would still be showing up last minute, and probably in greater numbers b/c the LFG makes it more appealing. Anyone serious about the fight would still be filling up their maps half an hour early for the same reason they do it now: to ensure that they’re on a map with others who are serious and not the last-minute peanut gallery. Even with LFG, showing up 5 mins before the fight would still be a recipe for a lousy map copy.

You’re missing the point of instanced events and the desire for the game to provide better systems to get the group together and coordinate. What ANet has provided in the Teq/Wurm and similar events is large group content that is instanced, but with systems that don’t support seamless gathering of and communication with the numbers of people needed to do events that require some coordination.

I do see the point, and I agree that the system we have now needs definite improvements. The ability to choose districts would be wonderful. And yes it is instanced; that’s why when I say ‘instanced’ I mean in the way that a dungeon is instanced. To make Teq instanced would be to remove him from Sparkfly Fen and put him in his own little map attached to it, yes? With a little map icon and a portal like how dungeons are?

My point is that I don’t see that as preferable to leaving him in the open world and simply improving our ability to gather and coordinate.

Unfortunately, ANet is either not listening, doesn’t care to improve the behind-the-scenes systems or is unable to — whether that’s an absolute or a not-within-budget-limitations. The flaws in the systems were amply pointed out when Teq debuted. Instead of fixing those systems they introduced another open-world raid boss and moved the overflow problems to every zone with mega-servers. We may not get an option to improve our ability to gather and coordinate. Afaik they haven’t even acknowledged that the current systems have problems.

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Posted by: Devata.6589

Devata.6589

How about it they make the world it self more a real open world in stead of all instanced maps. But put more raid-like content (like what they try to do with world-bosses) more in instances. If you throw that in the open world it becomes to hard to really coordinate with a group meaning you need to make it easier. Then however people complain it’s to easy. Make it harder and it becomes to hard because coordination is missing.

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Posted by: Devata.6589

Devata.6589

The whole point of GW2 is to be open world rather than instanced. You can go play WoW or any other generic MMO game if you wanted it to be instanced. GW2 is supposed to be different.

Also, only content that’s only for TTS/Att guilds (on NA) is wurm.
Tequatl is very easy on any megaserver map really, as long as you are there half an hour or so before the start. And you should be there earlier, it is an epic fight and not something where you should show up last minute and grab the reward.

You do understand that WoW feels more open world with it’s seamless zones and mounts to travel in it vs GW2 with it’s instanced zones and loading screens when using fast-travel options?

Throwing a world boss in the ‘open world’ does not change much to that.

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Posted by: Inculpatus cedo.9234

Inculpatus cedo.9234

I really doubt instances would solve anything. Clueless randoms would still be showing up last minute, and probably in greater numbers b/c the LFG makes it more appealing. Anyone serious about the fight would still be filling up their maps half an hour early for the same reason they do it now: to ensure that they’re on a map with others who are serious and not the last-minute peanut gallery. Even with LFG, showing up 5 mins before the fight would still be a recipe for a lousy map copy.

You’re missing the point of instanced events and the desire for the game to provide better systems to get the group together and coordinate. What ANet has provided in the Teq/Wurm and similar events is large group content that is instanced, but with systems that don’t support seamless gathering of and communication with the numbers of people needed to do events that require some coordination.

I do see the point, and I agree that the system we have now needs definite improvements. The ability to choose districts would be wonderful. And yes it is instanced; that’s why when I say ‘instanced’ I mean in the way that a dungeon is instanced. To make Teq instanced would be to remove him from Sparkfly Fen and put him in his own little map attached to it, yes? With a little map icon and a portal like how dungeons are?

My point is that I don’t see that as preferable to leaving him in the open world and simply improving our ability to gather and coordinate.

Unfortunately, ANet is either not listening, doesn’t care to improve the behind-the-scenes systems or is unable to — whether that’s an absolute or a not-within-budget-limitations. The flaws in the systems were amply pointed out when Teq debuted. Instead of fixing those systems they introduced another open-world raid boss and moved the overflow problems to every zone with mega-servers. We may not get an option to improve our ability to gather and coordinate. Afaik they haven’t even acknowledged that the current systems have problems.

It may not be much, but they have, at least, acknowledged the issues:

https://forum-en.gw2archive.eu/forum/game/gw2/Feedback-Questions-MegaServer/page/40#post4071145

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Posted by: Dusty Moon.4382

Dusty Moon.4382

The whole point of GW2 is to be open world rather than instanced. You can go play WoW or any other generic MMO game if you wanted it to be instanced. GW2 is supposed to be different.

Also, only content that’s only for TTS/Att guilds (on NA) is wurm.
Tequatl is very easy on any megaserver map really, as long as you are there half an hour or so before the start. And you should be there earlier, it is an epic fight and not something where you should show up last minute and grab the reward.

You do understand that WoW feels more open world with it’s seamless zones and mounts to travel in it vs GW2 with it’s instanced zones and loading screens when using fast-travel options?

Throwing a world boss in the ‘open world’ does not change much to that.

When you fly in WoW, you do realize that is a loading screen. They just made it nice a glossy.

GW2 needs shift to 'instanced' content

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Posted by: Devata.6589

Devata.6589

The whole point of GW2 is to be open world rather than instanced. You can go play WoW or any other generic MMO game if you wanted it to be instanced. GW2 is supposed to be different.

Also, only content that’s only for TTS/Att guilds (on NA) is wurm.
Tequatl is very easy on any megaserver map really, as long as you are there half an hour or so before the start. And you should be there earlier, it is an epic fight and not something where you should show up last minute and grab the reward.

You do understand that WoW feels more open world with it’s seamless zones and mounts to travel in it vs GW2 with it’s instanced zones and loading screens when using fast-travel options?

Throwing a world boss in the ‘open world’ does not change much to that.

When you fly in WoW, you do realize that is a loading screen. They just made it nice a glossy.

You mean the area around you is loading in the back-ground (so NO loading-SCREEN)? Yes I completely realize that. But because you don’t see it it’s much more immersive and you do see and feel a real open world.

Not sure what your point is.