A bit of background on my playstyle before I jump to the topic.
I like open world. I have all professions at lvl 80 and I’m on my way to get another set of eight “eightees”. I also play WvW to some degree (more than 7k kills) across all of my characters, I stopped to play PvP (lack of rewards, tiresome leveling, all maps are the same “capture and hold” with a different flavor).
I like dungeons but most of them are (in my opinion) either badly designed (skipping) or way too much time consuming (fractals).
Having said that – I think that the most enjoying part of the world that you created is open world. It’s huge, its diverse and beautiful, it feels handcrafted, it hosts tons of dynamic events (some better, some worse) and I think that is the place where GW2 differs from other MMO’S most – with downscaling and dynamic events being most notable examples.
But having played game since pre-launch with all the changes implemented (especially world-boss loot, and champions loot) recently I asked myself – is this really the way you want your game to be played?
I guested on busiest EU servers and it seems that what is happening is some sort of mockery of open world gameplay. Most of the maps are desolate and empty and three with (easiest accessible / most well known / best loot) champions are swarmed (queensdale / frostgorge sound / cursed shore).
It isn’t Guild Wars 2 anymore… It is Tag Wars 2. Its about huge zergs running asap fighting only for tagging champion before he gets insta killed by the horde of players. It’s about failing anchorage escort, because it spawns more champions the more players are there.
I’ts not about fun. I’ts not about exploring. It’s all about getting money.
And you know what? I wouldn’t blame players for it. Getting money in GW2 is not an easy task to do (I’m not talking about speculation or gamble. I’m talking about getting money by playing game the way I want). I’m blaming you Arena Net.
Colin Johanson – in this interview
http://www.usgamer.net/articles/colin-johanson-talks-dungeons-dragons-and-chairs
you said that
No matter what we do, there will always be a group of players who try to min-max any game that’s ever made and they try to find the fastest, most rewarding way to play it with the best composition of skills and party members that they can possibly get to acquire the most rewards possible.
And I don’t think you really can ever do anything to do that. It’s just the inherent nature of certain players in the game.
And I don’t think you really can ever do anything to do that… You are right there. There’s nothing you can do about players attitude.
But there is a lot you can do to encourage or discourage your playerbase to do or not to do certain things.
You gave them easy way to farm one particular dungeon path? They farmed it.
You took it away? They don’t do that anymore.
You gave them sweet loot from world bosses? They farm them.
You gave nice loot from champions? They farm them. Using easiest way accessible.
So there’s my statement – You don’t want your players to play open world. If you wanted open world to be played, you would have changed rewards for world exploration.
Why don’t you change it?
Rewards for hearts completion are pathetic. It’s more of a joke and mockery than a real reward. It used to be next to nothing, but now it is laughable.
Rewards for map completion – change them. Make them worthy. Bah, change them to the degree that it would be most profitable aspect of the game. What would be the outcome of it? All farmers will… start doing content. They will spread around the maps. Wouldn’t be that great?
On the top of that.
Make dynamic events worthy of the time spend.
And for god’s sake – give players decent reward for 100% map completion. Make that worthy. Wouldn’t it be nice to see players scattered on all of the maps like it used to be?
So my question is. Do you really want your game to be played the way it is now? Or is it better to encourage players to actually play your game, not the tiny fraction of it, as it is now?
(edited by Fringilla Vigo.8594)