Misconceptions regarding Level gating.

Misconceptions regarding Level gating.

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Posted by: Jyoung.4815

Jyoung.4815

I have been seeing a lot of talk about keeping new players interested but nothing about what’s to keep veterans interested. I’m a pretty casual player and loved the freedom that gw2 offered and how I could do pretty much what I wanted. I haven’t been able to play for a while due to real world events, but got back on yesterday and made a new character. I did not know what was going on. My main story quest was nowhere to be found, Several features were locked, a lot of other things besides the main story quest weren’t on the map, I was extremely confused. I did a little research and learned that my game was not broken but the game itself has turned to crap. It seems to me that the staff only cares about getting new people to play the game considering this being beneficial for new players is all you guys have been talking about. It doesn’t make someone that has already purchased the game and played for quite sometime feel very appreciated. I paid to play this game too and this is no longer the game that I spent my money on!

Misconceptions regarding Level gating.

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Posted by: Vayne.8563

Vayne.8563

I have been seeing a lot of talk about keeping new players interested but nothing about what’s to keep veterans interested. I’m a pretty casual player and loved the freedom that gw2 offered and how I could do pretty much what I wanted. I haven’t been able to play for a while due to real world events, but got back on yesterday and made a new character. I did not know what was going on. My main story quest was nowhere to be found, Several features were locked, a lot of other things besides the main story quest weren’t on the map, I was extremely confused. I did a little research and learned that my game was not broken but the game itself has turned to crap. It seems to me that the staff only cares about getting new people to play the game considering this being beneficial for new players is all you guys have been talking about. It doesn’t make someone that has already purchased the game and played for quite sometime feel very appreciated. I paid to play this game too and this is no longer the game that I spent my money on!

So what about the veteran players that have been complaining since day one the the living story was too disjointed and we had to keep stopping to continue, or wait ten levels and have five stories of completely useless rewards.

There isn’t just one player base, there are many people with many different opinions. I’ve always thought the story was too fragmented, and wasn’t cohesive because of the original presentation.

Misconceptions regarding Level gating.

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Posted by: Sokia.3710

Sokia.3710

There isn’t just one player base, there are many people with many different opinions. I’ve always thought the story was too fragmented, and wasn’t cohesive because of the original presentation.

Living Story was never cohesive. Season 2 hasn’t fixed that.

Misconceptions regarding Level gating.

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Posted by: Penarddun.6827

Penarddun.6827

Having the Personal Story in blocks has its merits. But I preferred when it started immediately at level 2. It was a great introduction to your character and the story. I don’t particularly like grinding 10 levels when I start a new character to start their story, that in itself ruins the progression for me. Give me something from the get go to become invested in and then maybe I won’t mind exploring/grinding a bit later down the road.

I can understand some causes to why the PS changes were implemented though, but changing heart quests (which are optional), because it’s too hard to pick up a sparkly thing off the ground and feed it to an animal is laughable, sorry, but that’s my opinion. The hearts that just have you kill mobs is so boring to me. I prefer hearts that have you do something that isn’t related to fighting. I also really enjoyed the hearts that morph your character. It added diversity, so I didn’t get bored. I thought the original intro levels were fun and had no complaints about them at all. I also thought the early levels were some of the best in the game, which is why I enjoyed making alts. That is no longer the case. I guess according to some, I must be in the minority.

I did give the new system a decent try. I leveled a new character to 10 and then played on another character whom I had at 15. I didn’t like it. The experience was lackluster. So for the last several days instead of playing the game, I’ve been reading the forums in hopes that something will be reverted in regards to the early maps and leveling so I can fully enjoy the two character slots I bought in the sale right before the patch launched.

You’d think though at this point in the life of gw2, a tutorial really wouldn’t even be necessary. There is so much information on the internet, that if someone was confused about, well anything in the game, they could just google it. It takes less than a minute to bring up an answer to just about any possible misconception in gw2.

(edited by Penarddun.6827)

Misconceptions regarding Level gating.

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Posted by: Vayne.8563

Vayne.8563

There isn’t just one player base, there are many people with many different opinions. I’ve always thought the story was too fragmented, and wasn’t cohesive because of the original presentation.

Living Story was never cohesive. Season 2 hasn’t fixed that.

I’m talking about the personal story, not the living story. The living story was meant to be played differently. The living story is like a Flash Gordon serial. You’re supposed to be on a cliffhanger every episode. That’s a deliberate design.

The personal story isn’t meant to be a cliffhanger after every chapter though. It’s designed to be a cohesive story, fragmented by the way it was presented. These are completely different situations.

Misconceptions regarding Level gating.

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Posted by: MikaHR.1978

MikaHR.1978

Leveling alts(s) to level 10 and then unlocking all weapons skills by equipping each weapon is convenient. The rest really seriously do need a good looking in to.

I enjoyed leveling the weapon skills and looking at the list of weapons I could equip and then crafting or finding or somehow getting the weapons I hadn’t unlocked and unlocking the skills. It just sort of felt like a small little accomplishment.

Question: Is there some place where each change and its rationale is clearly explained by a developer? Other than an overall general “we are making it easier” statement?

And i hated grinding mobs for every single skill on every single weapon. I just felt it detracts from doing more fun stuff like events, hearts, collecting mats, doing POIs/Vistas….

Now i have the freedom to do whatever i want and dont have to endlessly grind mobs just to have basic weapon ability use.

you didnt have to endlessly grind monsters, you just had to kill them while doing whatever you were doing.
If you gained great exp while doing so, and was like level 10, the system then makes it so you get them with even less kills.

you can like whatever you like, but unlocking a weapon was no where near endlessly grinding mobs.
i guess the point is you hate killing monsters while you play. Ok thats a valid reason for yourself, but most other people dont mind killing monsters while doing hearts/events/getting mats from enemies, etc.

Yes, it WAS endlessly grinding mobs just to get basic weapon funtionality.

You seem VERY unaware that hearts/events had non combat aspects to them.

“getting mats from enemies” no, from nodes.

Nothing BUT endlessly killng mobs gave basic weapon funtionality.

Now you have freedom to play as you want. If you dont want to depopulate area of lvl1 boars, you know, just because, you dont have to.

But if you enjoyed it – knock yourself out, it hasnt been removed.

And people talk about removing freedom….rofl

Colin Johanson: “Everyone, including casual gamers, by level 80 should have the
best statistical loot in the game. We want everyone on an equal power base.”

Misconceptions regarding Level gating.

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Posted by: Matatomi.8472

Matatomi.8472

I know it’s rather off the present topic at this time, but this has been bothering me a bit. I’ve seen people asking questions about the chinese VIP system. I’ve seen a couple of people ask some fishing questions, and I’m too lazy to go quote those. So I’m going to ask it out loud, plain and simple: Will there be a VIP system implemented here in the US? Yes or no?

Misconceptions regarding Level gating.

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Posted by: Ashen.2907

Ashen.2907

For something that was endless I finished unlocking weapon skills by level 5 or 6.

Misconceptions regarding Level gating.

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Posted by: Mister Midnight.9837

Mister Midnight.9837

Leveling alts(s) to level 10 and then unlocking all weapons skills by equipping each weapon is convenient. The rest really seriously do need a good looking in to.

I enjoyed leveling the weapon skills and looking at the list of weapons I could equip and then crafting or finding or somehow getting the weapons I hadn’t unlocked and unlocking the skills. It just sort of felt like a small little accomplishment.

Question: Is there some place where each change and its rationale is clearly explained by a developer? Other than an overall general “we are making it easier” statement?

And i hated grinding mobs for every single skill on every single weapon. I just felt it detracts from doing more fun stuff like events, hearts, collecting mats, doing POIs/Vistas….

Now i have the freedom to do whatever i want and dont have to endlessly grind mobs just to have basic weapon ability use.

you didnt have to endlessly grind monsters, you just had to kill them while doing whatever you were doing.
If you gained great exp while doing so, and was like level 10, the system then makes it so you get them with even less kills.

you can like whatever you like, but unlocking a weapon was no where near endlessly grinding mobs.
i guess the point is you hate killing monsters while you play. Ok thats a valid reason for yourself, but most other people dont mind killing monsters while doing hearts/events/getting mats from enemies, etc.

Yes, it WAS endlessly grinding mobs just to get basic weapon funtionality.

You seem VERY unaware that hearts/events had non combat aspects to them.

“getting mats from enemies” no, from nodes.

Nothing BUT endlessly killng mobs gave basic weapon funtionality.

Now you have freedom to play as you want. If you dont want to depopulate area of lvl1 boars, you know, just because, you dont have to.

But if you enjoyed it – knock yourself out, it hasnt been removed.

And people talk about removing freedom….rofl

What? No it doesn’t. I changed weapon preferences on a level 40 character and unlocked all of my abilities within 5 kills. I had even once unlocked all underwater skills all at once from a single kill on a higher level character that had never ventured into underwater combat.

Misconceptions regarding Level gating.

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Posted by: Inculpatus cedo.9234

Inculpatus cedo.9234

I know it’s rather off the present topic at this time, but this has been bothering me a bit. I’ve seen people asking questions about the chinese VIP system. I’ve seen a couple of people ask some fishing questions, and I’m too lazy to go quote those. So I’m going to ask it out loud, plain and simple: Will there be a VIP system implemented here in the US? Yes or no?

Asked and answered, in this very thread: https://forum-en.gw2archive.eu/forum/game/gw2/Misconceptions-regarding-Level-gating/page/4#post4397142

Misconceptions regarding Level gating.

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Posted by: MikaHR.1978

MikaHR.1978

Leveling alts(s) to level 10 and then unlocking all weapons skills by equipping each weapon is convenient. The rest really seriously do need a good looking in to.

I enjoyed leveling the weapon skills and looking at the list of weapons I could equip and then crafting or finding or somehow getting the weapons I hadn’t unlocked and unlocking the skills. It just sort of felt like a small little accomplishment.

Question: Is there some place where each change and its rationale is clearly explained by a developer? Other than an overall general “we are making it easier” statement?

And i hated grinding mobs for every single skill on every single weapon. I just felt it detracts from doing more fun stuff like events, hearts, collecting mats, doing POIs/Vistas….

Now i have the freedom to do whatever i want and dont have to endlessly grind mobs just to have basic weapon ability use.

you didnt have to endlessly grind monsters, you just had to kill them while doing whatever you were doing.
If you gained great exp while doing so, and was like level 10, the system then makes it so you get them with even less kills.

you can like whatever you like, but unlocking a weapon was no where near endlessly grinding mobs.
i guess the point is you hate killing monsters while you play. Ok thats a valid reason for yourself, but most other people dont mind killing monsters while doing hearts/events/getting mats from enemies, etc.

Yes, it WAS endlessly grinding mobs just to get basic weapon funtionality.

You seem VERY unaware that hearts/events had non combat aspects to them.

“getting mats from enemies” no, from nodes.

Nothing BUT endlessly killng mobs gave basic weapon funtionality.

Now you have freedom to play as you want. If you dont want to depopulate area of lvl1 boars, you know, just because, you dont have to.

But if you enjoyed it – knock yourself out, it hasnt been removed.

And people talk about removing freedom….rofl

What? No it doesn’t. I changed weapon preferences on a level 40 character and unlocked all of my abilities within 5 kills. I had even once unlocked all underwater skills all at once from a single kill on a higher level character that had never ventured into underwater combat.

Uhm, we are talking level 2-5-7-10 here. You know, new player expereince, for new players.

Colin Johanson: “Everyone, including casual gamers, by level 80 should have the
best statistical loot in the game. We want everyone on an equal power base.”

Misconceptions regarding Level gating.

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Posted by: Mister Midnight.9837

Mister Midnight.9837

Leveling alts(s) to level 10 and then unlocking all weapons skills by equipping each weapon is convenient. The rest really seriously do need a good looking in to.

I enjoyed leveling the weapon skills and looking at the list of weapons I could equip and then crafting or finding or somehow getting the weapons I hadn’t unlocked and unlocking the skills. It just sort of felt like a small little accomplishment.

Question: Is there some place where each change and its rationale is clearly explained by a developer? Other than an overall general “we are making it easier” statement?

And i hated grinding mobs for every single skill on every single weapon. I just felt it detracts from doing more fun stuff like events, hearts, collecting mats, doing POIs/Vistas….

Now i have the freedom to do whatever i want and dont have to endlessly grind mobs just to have basic weapon ability use.

you didnt have to endlessly grind monsters, you just had to kill them while doing whatever you were doing.
If you gained great exp while doing so, and was like level 10, the system then makes it so you get them with even less kills.

you can like whatever you like, but unlocking a weapon was no where near endlessly grinding mobs.
i guess the point is you hate killing monsters while you play. Ok thats a valid reason for yourself, but most other people dont mind killing monsters while doing hearts/events/getting mats from enemies, etc.

Yes, it WAS endlessly grinding mobs just to get basic weapon funtionality.

You seem VERY unaware that hearts/events had non combat aspects to them.

“getting mats from enemies” no, from nodes.

Nothing BUT endlessly killng mobs gave basic weapon funtionality.

Now you have freedom to play as you want. If you dont want to depopulate area of lvl1 boars, you know, just because, you dont have to.

But if you enjoyed it – knock yourself out, it hasnt been removed.

And people talk about removing freedom….rofl

What? No it doesn’t. I changed weapon preferences on a level 40 character and unlocked all of my abilities within 5 kills. I had even once unlocked all underwater skills all at once from a single kill on a higher level character that had never ventured into underwater combat.

Uhm, we are talking level 2-5-7-10 here. You know, new player expereince, for new players.

It still wasn’t “grinding endlessly”

I’ve had the first three before even finishing the tutorial on most of the 18 characters I made before the update. I’ve tried every weapon with every class. It does not, never did, take any inordinate amount of time.

Misconceptions regarding Level gating.

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Posted by: MikaHR.1978

MikaHR.1978

Leveling alts(s) to level 10 and then unlocking all weapons skills by equipping each weapon is convenient. The rest really seriously do need a good looking in to.

I enjoyed leveling the weapon skills and looking at the list of weapons I could equip and then crafting or finding or somehow getting the weapons I hadn’t unlocked and unlocking the skills. It just sort of felt like a small little accomplishment.

Question: Is there some place where each change and its rationale is clearly explained by a developer? Other than an overall general “we are making it easier” statement?

And i hated grinding mobs for every single skill on every single weapon. I just felt it detracts from doing more fun stuff like events, hearts, collecting mats, doing POIs/Vistas….

Now i have the freedom to do whatever i want and dont have to endlessly grind mobs just to have basic weapon ability use.

you didnt have to endlessly grind monsters, you just had to kill them while doing whatever you were doing.
If you gained great exp while doing so, and was like level 10, the system then makes it so you get them with even less kills.

you can like whatever you like, but unlocking a weapon was no where near endlessly grinding mobs.
i guess the point is you hate killing monsters while you play. Ok thats a valid reason for yourself, but most other people dont mind killing monsters while doing hearts/events/getting mats from enemies, etc.

Yes, it WAS endlessly grinding mobs just to get basic weapon funtionality.

You seem VERY unaware that hearts/events had non combat aspects to them.

“getting mats from enemies” no, from nodes.

Nothing BUT endlessly killng mobs gave basic weapon funtionality.

Now you have freedom to play as you want. If you dont want to depopulate area of lvl1 boars, you know, just because, you dont have to.

But if you enjoyed it – knock yourself out, it hasnt been removed.

And people talk about removing freedom….rofl

What? No it doesn’t. I changed weapon preferences on a level 40 character and unlocked all of my abilities within 5 kills. I had even once unlocked all underwater skills all at once from a single kill on a higher level character that had never ventured into underwater combat.

Uhm, we are talking level 2-5-7-10 here. You know, new player expereince, for new players.

It still wasn’t “grinding endlessly”

I’ve had the first three before even finishing the tutorial on most of the 18 characters I made before the update. I’ve tried every weapon with every class. It does not, never did, take any inordinate amount of time.

Ive reached lvl 15+ on some characters (before NPE, that means quite a few levels more now) and still havent unlocked all skills (and at one time i had a full set of lvl 1 blue weapons JUST for that endevour)

Yes, it seemed endlessly.

Its very simple: if you didnt intentionally grind mobs you didnt get weapon skills for a long long time, MUCH longer than now.

Now it is actually “play as you want” and you will get all your weapon skills realtively quickly no matter how you prefer to play.

Colin Johanson: “Everyone, including casual gamers, by level 80 should have the
best statistical loot in the game. We want everyone on an equal power base.”

Misconceptions regarding Level gating.

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Posted by: Mister Midnight.9837

Mister Midnight.9837

I can’t even comprehend how you’d manage to ignore enough aggressive enemies that pursue you for 15 levels to not get these abilities just by defending yourself, but I guess some people just run past enemies?

Obviously I can’t say your experiences are invalid as much as you cannot attempt to invalidate mine.

It seems to me a reasonable middle-ground would have been to just reduce the number of kills (Because it isn’t about hits. One hit counts as much as 20 on a single kill in the old system) for those people that…don’t seem to fight enemies as much as most other players?

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Posted by: MikaHR.1978

MikaHR.1978

I can’t even comprehend how you’d manage to ignore enough aggressive enemies that pursue you for 15 levels to not get these abilities just by defending yourself, but I guess some people just run past enemies?

Obviously I can’t say your experiences are invalid as much as you cannot attempt to invalidate mine.

It seems to me a reasonable middle-ground would have been to just reduce the number of kills (Because it isn’t about hits. One hit counts as much as 20 on a single kill in the old system) for those people that…don’t seem to fight enemies as much as most other players?

Most other players?

Please explain how you know what “most other players” do or like?

The way they changed it it quite seems most other players didnt like to JUST grind mobs for basic weapon functionality and they actually DID miss skills to play with for far too long. And when they finally got new weapon type – all over again.

Colin Johanson: “Everyone, including casual gamers, by level 80 should have the
best statistical loot in the game. We want everyone on an equal power base.”

(edited by MikaHR.1978)

Misconceptions regarding Level gating.

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Posted by: Mister Midnight.9837

Mister Midnight.9837

I can’t even comprehend how you’d manage to ignore enough aggressive enemies that pursue you for 15 levels to not get these abilities just by defending yourself, but I guess some people just run past enemies?

Obviously I can’t say your experiences are invalid as much as you cannot attempt to invalidate mine.

It seems to me a reasonable middle-ground would have been to just reduce the number of kills (Because it isn’t about hits. One hit counts as much as 20 on a single kill in the old system) for those people that…don’t seem to fight enemies as much as most other players?

Most other players?

Please explain how you know what “most other players” do or like?

The way they changed it it quite seems most other players didnt like to JUST grind mobs for basic weapon functionality and they actually DID miss skills to play with for far too long. And when they finally got new weapon type – all over again.

Honestly this is a complaint I pretty much never saw, maybe it’s just me.

Your entire argument doesn’t even make sense, it is a FACT you will have at least two if not three of your first weapon skills before you leave that level 1 tutorial. You never had to wait until leveling up to acquire your weapon skills. You didn’t even have to TRY, you could have leeched one hit off an enemy someone else was fighting. Is there really any regular enemy in this game that takes very long to kill anyway?

Let me emphasize that point: You have to WAIT to get a weapon skill. You seriously have to WAIT until you are ALLOWED to have that, rather than being able to pick up any weapon you desire and smack a handful of heads to get yourself started. As you level up higher the process took even fewer kills. This was never something that took actual effort.

I’m pretty strong in my belief that you are greatly exaggerating the amount of combat it took, and frankly experiencing this process 18 times gives me a pretty strong standing point I think.

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Posted by: Ashen.2907

Ashen.2907

Its very simple: if you didnt intentionally grind mobs you didnt get weapon skills for a long long time, MUCH longer than now

I didn’t intentionally grind mobs and got my weapon skills by level 5-6. Level 5-6 is, “a long long time, MUCH longer than now ?”

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Posted by: MikaHR.1978

MikaHR.1978

I can’t even comprehend how you’d manage to ignore enough aggressive enemies that pursue you for 15 levels to not get these abilities just by defending yourself, but I guess some people just run past enemies?

Obviously I can’t say your experiences are invalid as much as you cannot attempt to invalidate mine.

It seems to me a reasonable middle-ground would have been to just reduce the number of kills (Because it isn’t about hits. One hit counts as much as 20 on a single kill in the old system) for those people that…don’t seem to fight enemies as much as most other players?

Most other players?

Please explain how you know what “most other players” do or like?

The way they changed it it quite seems most other players didnt like to JUST grind mobs for basic weapon functionality and they actually DID miss skills to play with for far too long. And when they finally got new weapon type – all over again.

Honestly this is a complaint I pretty much never saw, maybe it’s just me.

Your entire argument doesn’t even make sense, it is a FACT you will have at least two if not three of your first weapon skills before you leave that level 1 tutorial. You never had to wait until leveling up to acquire your weapon skills. You didn’t even have to TRY, you could have leeched one hit off an enemy someone else was fighting. Is there really any regular enemy in this game that takes very long to kill anyway?

Let me emphasize that point: You have to WAIT to get a weapon skill. You seriously have to WAIT until you are ALLOWED to have that, rather than being able to pick up any weapon you desire and smack a handful of heads to get yourself started. As you level up higher the process took even fewer kills. This was never something that took actual effort.

I’m pretty strong in my belief that you are greatly exaggerating the amount of combat it took, and frankly experiencing this process 18 times gives me a pretty strong standing point I think.

And i experienced it 16 times.

Tell you what:

ANet listen, implement small bar on weapon skills that will slowly fill up with xp as you gain it and the skill unlock will, just by big coicidence, unlock exatly when you ding lvl 2-4-7-10.

There you go, you get your little bar back since some peole are unusually fixated on it.

Its very simple: if you didnt intentionally grind mobs you didnt get weapon skills for a long long time, MUCH longer than now

I didn’t intentionally grind mobs and got my weapon skills by level 5-6. Level 5-6 is, “a long long time, MUCH longer than now ?”

On all weapons?

Colin Johanson: “Everyone, including casual gamers, by level 80 should have the
best statistical loot in the game. We want everyone on an equal power base.”

(edited by MikaHR.1978)

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Posted by: HandOfKane.5409

HandOfKane.5409

Leveling alts(s) to level 10 and then unlocking all weapons skills by equipping each weapon is convenient. The rest really seriously do need a good looking in to.

I enjoyed leveling the weapon skills and looking at the list of weapons I could equip and then crafting or finding or somehow getting the weapons I hadn’t unlocked and unlocking the skills. It just sort of felt like a small little accomplishment.

Question: Is there some place where each change and its rationale is clearly explained by a developer? Other than an overall general “we are making it easier” statement?

And i hated grinding mobs for every single skill on every single weapon. I just felt it detracts from doing more fun stuff like events, hearts, collecting mats, doing POIs/Vistas….

Now i have the freedom to do whatever i want and dont have to endlessly grind mobs just to have basic weapon ability use.

you didnt have to endlessly grind monsters, you just had to kill them while doing whatever you were doing.
If you gained great exp while doing so, and was like level 10, the system then makes it so you get them with even less kills.

you can like whatever you like, but unlocking a weapon was no where near endlessly grinding mobs.
i guess the point is you hate killing monsters while you play. Ok thats a valid reason for yourself, but most other people dont mind killing monsters while doing hearts/events/getting mats from enemies, etc.

Yes, it WAS endlessly grinding mobs just to get basic weapon funtionality.

You seem VERY unaware that hearts/events had non combat aspects to them.

“getting mats from enemies” no, from nodes.

Nothing BUT endlessly killng mobs gave basic weapon funtionality.

Now you have freedom to play as you want. If you dont want to depopulate area of lvl1 boars, you know, just because, you dont have to.

But if you enjoyed it – knock yourself out, it hasnt been removed.

And people talk about removing freedom….rofl

What? No it doesn’t. I changed weapon preferences on a level 40 character and unlocked all of my abilities within 5 kills. I had even once unlocked all underwater skills all at once from a single kill on a higher level character that had never ventured into underwater combat.

Uhm, we are talking level 2-5-7-10 here. You know, new player expereince, for new players.

New players <> new characters. The two can overlap, but are often not the same.

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Posted by: Aliven.4056

Aliven.4056

So, i download game, run mesmer till lvl 14, played to feel the new experience. Dont have uber mains, dont have kittenload of cash.

Good thing: leveling is fast. Weapon unlocks are okyish, now I can spend less time fighting. New mesmer scepter rocks. Also personal story playing as one huge is okyish too. Not that it make it any good. Reward system is good – items ONLY.

The Bad: Locking skill points is bad idea. Unavoidable to skip NPE is bad idea. Pointy arrow is bad idea (cause it is confusing). Entire experience is rushed and just feel very, very chaotic at best, and totally stupid on later lvls.

The Big, the Bad and the Ugly: When i hit lvl 13 i get my first utility unlock. Cool. Get one, cant change it. I say ok, game give useless skill on low lvl, the one that rips buffs (mesmer). K. Can live with that, will start earning points so i can go on and customize.
Hit 14. No point. Cant change my utility. Go to a skill point, get it. Now i can change my utility. I changed it to sigil or glyph.

Overall, after 14 lvl i say to myself: Do i want to get restrained by a game when i commit my time to it? Do i need that kind of hand holding? Nope. Nope, nope, nope, nope. Uninstalled.

NPE is confusing. It made a good way in the first few levels, pointing me to event, hearts and so on. Nice. But then it just flopped. No skill points, one utility skill. Useless one. That was the drop. I cant play the game that dont let me customize my character, that restrain my early levels. I WANT TO GET HURT. I WANT TO KISS FLOOR WHEN I DO SOMETHING STUPID. I WANT MAKE STUPID DECISSIONS WHAT TO USE.

This is MY character. Not yours ANet. But you can have it, im done.

PS: I played my thief on lvl 11 after. made after april disaster. He got like 5-6 first tier utility skills. My mesmer on lvl 14 got 2.

Revamped reward system KISS MY kitten .

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Posted by: phys.7689

phys.7689

I can’t even comprehend how you’d manage to ignore enough aggressive enemies that pursue you for 15 levels to not get these abilities just by defending yourself, but I guess some people just run past enemies?

Obviously I can’t say your experiences are invalid as much as you cannot attempt to invalidate mine.

It seems to me a reasonable middle-ground would have been to just reduce the number of kills (Because it isn’t about hits. One hit counts as much as 20 on a single kill in the old system) for those people that…don’t seem to fight enemies as much as most other players?

Most other players?

Please explain how you know what “most other players” do or like?

The way they changed it it quite seems most other players didnt like to JUST grind mobs for basic weapon functionality and they actually DID miss skills to play with for far too long. And when they finally got new weapon type – all over again.

Honestly this is a complaint I pretty much never saw, maybe it’s just me.

Your entire argument doesn’t even make sense, it is a FACT you will have at least two if not three of your first weapon skills before you leave that level 1 tutorial. You never had to wait until leveling up to acquire your weapon skills. You didn’t even have to TRY, you could have leeched one hit off an enemy someone else was fighting. Is there really any regular enemy in this game that takes very long to kill anyway?

Let me emphasize that point: You have to WAIT to get a weapon skill. You seriously have to WAIT until you are ALLOWED to have that, rather than being able to pick up any weapon you desire and smack a handful of heads to get yourself started. As you level up higher the process took even fewer kills. This was never something that took actual effort.

I’m pretty strong in my belief that you are greatly exaggerating the amount of combat it took, and frankly experiencing this process 18 times gives me a pretty strong standing point I think.

And i experienced it 16 times.

Tell you what:

ANet listen, implement small bar on weapon skills that will slowly fill up with xp as you gain it and the skill unlock will, just by big coicidence, unlock exatly when you ding lvl 2-4-7-10.

There you go, you get your little bar back since some peole are unusually fixated on it.

Its very simple: if you didnt intentionally grind mobs you didnt get weapon skills for a long long time, MUCH longer than now

I didn’t intentionally grind mobs and got my weapon skills by level 5-6. Level 5-6 is, “a long long time, MUCH longer than now ?”

On all weapons?

every class has a different amount of weapons.
If you are level 15 weapon skills unlock super fast.
The old system adapted to the player better
if you have interest in a weapon early you can fully use it earlier
if you have little interest, it will be easy to unlock later when you have more experience.
as you use the weapon you get each skill the more you use the weapon

It actually makes a lot more sense, and is way more adaptive system than the current one.

For example lets take a new player who played like you played, you actually have less desire for combat anyway. you are more interested in non combat activities, and if you were new, you would have less knowledge about weaponskills.
therefore, it would be logical that you would learn them later. You dont need them, barely use them, and arent familiar with what any of them do.

The game actually better adapted to your actual experience with each weapon, and in combat before.
Now, a new player like yourself, who they believe can only handle skills at a rate at like 5 skills every 1-1.5 hours of combat, gets a whole bunch of skills at once with no explanation and no pacing. You have the experience of killing 10 monsters, and they threw 5x the unique weapon sets at you.

how is that more intructive/less options as players are ready for them/etc.

its really not at all. but it fits your playstyle better, that i cant argue. Too bad now everyone has to play your playstyle to get the most enjoyment.

Misconceptions regarding Level gating.

in Guild Wars 2 Discussion

Posted by: MikaHR.1978

MikaHR.1978

I can’t even comprehend how you’d manage to ignore enough aggressive enemies that pursue you for 15 levels to not get these abilities just by defending yourself, but I guess some people just run past enemies?

Obviously I can’t say your experiences are invalid as much as you cannot attempt to invalidate mine.

It seems to me a reasonable middle-ground would have been to just reduce the number of kills (Because it isn’t about hits. One hit counts as much as 20 on a single kill in the old system) for those people that…don’t seem to fight enemies as much as most other players?

Most other players?

Please explain how you know what “most other players” do or like?

The way they changed it it quite seems most other players didnt like to JUST grind mobs for basic weapon functionality and they actually DID miss skills to play with for far too long. And when they finally got new weapon type – all over again.

Honestly this is a complaint I pretty much never saw, maybe it’s just me.

Your entire argument doesn’t even make sense, it is a FACT you will have at least two if not three of your first weapon skills before you leave that level 1 tutorial. You never had to wait until leveling up to acquire your weapon skills. You didn’t even have to TRY, you could have leeched one hit off an enemy someone else was fighting. Is there really any regular enemy in this game that takes very long to kill anyway?

Let me emphasize that point: You have to WAIT to get a weapon skill. You seriously have to WAIT until you are ALLOWED to have that, rather than being able to pick up any weapon you desire and smack a handful of heads to get yourself started. As you level up higher the process took even fewer kills. This was never something that took actual effort.

I’m pretty strong in my belief that you are greatly exaggerating the amount of combat it took, and frankly experiencing this process 18 times gives me a pretty strong standing point I think.

And i experienced it 16 times.

Tell you what:

ANet listen, implement small bar on weapon skills that will slowly fill up with xp as you gain it and the skill unlock will, just by big coicidence, unlock exatly when you ding lvl 2-4-7-10.

There you go, you get your little bar back since some peole are unusually fixated on it.

Its very simple: if you didnt intentionally grind mobs you didnt get weapon skills for a long long time, MUCH longer than now

I didn’t intentionally grind mobs and got my weapon skills by level 5-6. Level 5-6 is, “a long long time, MUCH longer than now ?”

On all weapons?

every class has a different amount of weapons.
If you are level 15 weapon skills unlock super fast.
The old system adapted to the player better
if you have interest in a weapon early you can fully use it earlier
if you have little interest, it will be easy to unlock later when you have more experience.
as you use the weapon you get each skill the more you use the weapon

It actually makes a lot more sense, and is way more adaptive system than the current one.

For example lets take a new player who played like you played, you actually have less desire for combat anyway. you are more interested in non combat activities, and if you were new, you would have less knowledge about weaponskills.
therefore, it would be logical that you would learn them later. You dont need them, barely use them, and arent familiar with what any of them do.

The game actually better adapted to your actual experience with each weapon, and in combat before.
Now, a new player like yourself, who they believe can only handle skills at a rate at like 5 skills every 1-1.5 hours of combat, gets a whole bunch of skills at once with no explanation and no pacing. You have the experience of killing 10 monsters, and they threw 5x the unique weapon sets at you.

how is that more intructive/less options as players are ready for them/etc.

its really not at all. but it fits your playstyle better, that i cant argue. Too bad now everyone has to play your playstyle to get the most enjoyment.

rofl, nothing you write is logical

the new system has much much more freedom than old one.

its THAT simple.

Asking for a little bar in your weapon skill to fill up – guess thats simple too, as i said, few players are fixated on it so ANet, please.

Colin Johanson: “Everyone, including casual gamers, by level 80 should have the
best statistical loot in the game. We want everyone on an equal power base.”

(edited by MikaHR.1978)

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Posted by: Ashen.2907

Ashen.2907

On all weapons?

Yes.

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Posted by: Tobias Trueflight.8350

Tobias Trueflight.8350

On all weapons?

Yes.

You must have really been driven . . .

See, I forgot one on my ranger (Dagger off hand) and found myself facepalming and working on it around level 30 the first time.

Seeking assistants for the Asuran Catapult Project. Applicants will be tested for aerodynamics.

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Posted by: Fernling.1729

Fernling.1729

On all weapons?

Yes.

You must have really been driven . . .

See, I forgot one on my ranger (Dagger off hand) and found myself facepalming and working on it around level 30 the first time.

Assuming you are talking about unlocking weapon skills in the old system, at level 30 it would have unlocked them within a couple basic mob kills.

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Posted by: Sokia.3710

Sokia.3710

Assuming you are talking about unlocking weapon skills in the old system, at level 30 it would have unlocked them within a couple basic mob kills.

In the old system, weapon skills unlocked faster the higher level you were. On my Guardian, I never used greatsword and then one day I decided to make a greatsword build on my level 80. I unlocked four skills in a matter of seconds.

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Posted by: Ashen.2907

Ashen.2907

On all weapons?

Yes.

You must have really been driven . . .

See, I forgot one on my ranger (Dagger off hand) and found myself facepalming and working on it around level 30 the first time.

I love dagger off hand. Sword/Dagger is amazingly fun (to me).

One of my favorite aspects of GW2 is that I can more fully realize the concept for my main character than I could in GW1. I chose R/W in GW1 because I thought it would be cool to play a character that could switch between bow and sword as desired. My pen and paper Ranger(s) carry a melee weapon back-up so of course I would try to do the same in my first online game….didn’t work so well.

In GW2, however, I could play both swordsman and archer.

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Posted by: Fernling.1729

Fernling.1729

Assuming you are talking about unlocking weapon skills in the old system, at level 30 it would have unlocked them within a couple basic mob kills.

In the old system, weapon skills unlocked faster the higher level you were. On my Guardian, I never used greatsword and then one day I decided to make a greatsword build on my level 80. I unlocked four skills in a matter of seconds.

Yeah, pretty sure at level 80 it was 1 skill unlock per kill.

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Posted by: Behellagh.1468

Behellagh.1468

I also use to level up all weapons my new character could use in case they get an awesome drop one day. On my first character it annoyed/discouraged me from using any other weapons I could use and have yet to level up once I got past level 5 or 6. I’m going into a DE, it’s not time to try and level up X when I have Y and Z fully leveled up which is why I went out of my way to level all weapons up ASAP on my next two characters.

I like having attack options.

We are heroes. This is what we do!

RIP City of Heroes

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Posted by: phys.7689

phys.7689

I can’t even comprehend how you’d manage to ignore enough aggressive enemies that pursue you for 15 levels to not get these abilities just by defending yourself, but I guess some people just run past enemies?

Obviously I can’t say your experiences are invalid as much as you cannot attempt to invalidate mine.

It seems to me a reasonable middle-ground would have been to just reduce the number of kills (Because it isn’t about hits. One hit counts as much as 20 on a single kill in the old system) for those people that…don’t seem to fight enemies as much as most other players?

Most other players?

Please explain how you know what “most other players” do or like?

The way they changed it it quite seems most other players didnt like to JUST grind mobs for basic weapon functionality and they actually DID miss skills to play with for far too long. And when they finally got new weapon type – all over again.

Honestly this is a complaint I pretty much never saw, maybe it’s just me.

Your entire argument doesn’t even make sense, it is a FACT you will have at least two if not three of your first weapon skills before you leave that level 1 tutorial. You never had to wait until leveling up to acquire your weapon skills. You didn’t even have to TRY, you could have leeched one hit off an enemy someone else was fighting. Is there really any regular enemy in this game that takes very long to kill anyway?

Let me emphasize that point: You have to WAIT to get a weapon skill. You seriously have to WAIT until you are ALLOWED to have that, rather than being able to pick up any weapon you desire and smack a handful of heads to get yourself started. As you level up higher the process took even fewer kills. This was never something that took actual effort.

I’m pretty strong in my belief that you are greatly exaggerating the amount of combat it took, and frankly experiencing this process 18 times gives me a pretty strong standing point I think.

And i experienced it 16 times.

Tell you what:

ANet listen, implement small bar on weapon skills that will slowly fill up with xp as you gain it and the skill unlock will, just by big coicidence, unlock exatly when you ding lvl 2-4-7-10.

There you go, you get your little bar back since some peole are unusually fixated on it.

Its very simple: if you didnt intentionally grind mobs you didnt get weapon skills for a long long time, MUCH longer than now

I didn’t intentionally grind mobs and got my weapon skills by level 5-6. Level 5-6 is, “a long long time, MUCH longer than now ?”

On all weapons?

every class has a different amount of weapons.
If you are level 15 weapon skills unlock super fast.
The old system adapted to the player better
if you have interest in a weapon early you can fully use it earlier
if you have little interest, it will be easy to unlock later when you have more experience.
as you use the weapon you get each skill the more you use the weapon

It actually makes a lot more sense, and is way more adaptive system than the current one.

For example lets take a new player who played like you played, you actually have less desire for combat anyway. you are more interested in non combat activities, and if you were new, you would have less knowledge about weaponskills.
therefore, it would be logical that you would learn them later. You dont need them, barely use them, and arent familiar with what any of them do.

The game actually better adapted to your actual experience with each weapon, and in combat before.
Now, a new player like yourself, who they believe can only handle skills at a rate at like 5 skills every 1-1.5 hours of combat, gets a whole bunch of skills at once with no explanation and no pacing. You have the experience of killing 10 monsters, and they threw 5x the unique weapon sets at you.

how is that more intructive/less options as players are ready for them/etc.

its really not at all. but it fits your playstyle better, that i cant argue. Too bad now everyone has to play your playstyle to get the most enjoyment.

rofl, nothing you write is logical

the new system has much much more freedom than old one.

its THAT simple.

Asking for a little bar in your weapon skill to fill up – guess thats simple too, as i said, few players are fixated on it so ANet, please.

i dont think logic means what you think it means

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Posted by: felessan.9587

felessan.9587

It seems like people still aren’t clear that “starting area” doesn’t actually mean the whole 1-15 map. Anet should have been more explicit by saying there are no bundles, condi mobs, or gathering resources in the 1-5 sections of the starting maps. Clarity of language is missing across this whole patch.

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Posted by: Kuldebar.1897

Kuldebar.1897

Relevant:

If you want to succeed in China, make your game more competitive

The Gating makes a lot more sense when you are trying to design a “competition” for players to run through and overcome the Dev placed obstacles.

Personally, if I wanted that type of environment, I’d play an FPS.

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Posted by: Jyoung.4815

Jyoung.4815

I have been seeing a lot of talk about keeping new players interested but nothing about what’s to keep veterans interested. I’m a pretty casual player and loved the freedom that gw2 offered and how I could do pretty much what I wanted. I haven’t been able to play for a while due to real world events, but got back on yesterday and made a new character. I did not know what was going on. My main story quest was nowhere to be found, Several features were locked, a lot of other things besides the main story quest weren’t on the map, I was extremely confused. I did a little research and learned that my game was not broken but the game itself has turned to crap. It seems to me that the staff only cares about getting new people to play the game considering this being beneficial for new players is all you guys have been talking about. It doesn’t make someone that has already purchased the game and played for quite sometime feel very appreciated. I paid to play this game too and this is no longer the game that I spent my money on!

So what about the veteran players that have been complaining since day one the the living story was too disjointed and we had to keep stopping to continue, or wait ten levels and have five stories of completely useless rewards.

There isn’t just one player base, there are many people with many different opinions. I’ve always thought the story was too fragmented, and wasn’t cohesive because of the original presentation.

I didn’t say all veteran players loved the previous system. I was just saying when the staff only talks about trying to get new players and retaining new players it kinda gives me the “we got your money already who cares” kinda vibe(I’m pretty sure they may have mentioned veteran players in “a” post but I’m not going back to reread the entire thread, because I think you get the point I’m trying to make). I do realize there are many different types of players veteran and new. I’m sure there are several people who love the new implements that were made. I was stating my opinion of the direction they went and I personally don’t like it. I also realize that I am more than welcome to not play the game if I don’t like it. I have taken that route.

PS. I’m not posting this with malice. I respect your opinion :p

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Posted by: Vayne.8563

Vayne.8563

I have been seeing a lot of talk about keeping new players interested but nothing about what’s to keep veterans interested. I’m a pretty casual player and loved the freedom that gw2 offered and how I could do pretty much what I wanted. I haven’t been able to play for a while due to real world events, but got back on yesterday and made a new character. I did not know what was going on. My main story quest was nowhere to be found, Several features were locked, a lot of other things besides the main story quest weren’t on the map, I was extremely confused. I did a little research and learned that my game was not broken but the game itself has turned to crap. It seems to me that the staff only cares about getting new people to play the game considering this being beneficial for new players is all you guys have been talking about. It doesn’t make someone that has already purchased the game and played for quite sometime feel very appreciated. I paid to play this game too and this is no longer the game that I spent my money on!

So what about the veteran players that have been complaining since day one the the living story was too disjointed and we had to keep stopping to continue, or wait ten levels and have five stories of completely useless rewards.

There isn’t just one player base, there are many people with many different opinions. I’ve always thought the story was too fragmented, and wasn’t cohesive because of the original presentation.

I didn’t say all veteran players loved the previous system. I was just saying when the staff only talks about trying to get new players and retaining new players it kinda gives me the “we got your money already who cares” kinda vibe(I’m pretty sure they may have mentioned veteran players in “a” post but I’m not going back to reread the entire thread, because I think you get the point I’m trying to make). I do realize there are many different types of players veteran and new. I’m sure there are several people who love the new implements that were made. I was stating my opinion of the direction they went and I personally don’t like it. I also realize that I am more than welcome to not play the game if I don’t like it. I have taken that route.

PS. I’m not posting this with malice. I respect your opinion :p

Okay so this is my problem with what you’re saying. Out of a large number of changes to the game made in the last patch, a relatively small percentage was for new players. Collections weren’t. Minipet changes weren’t. Commander tags weren’t. The tournents weren’t. The new PvP armor wasn’t. The crafting changes, while they included stuff for new players as well, the new crafting UI is amazing for crafting high level stuff. The auction house isn’t just for new players. Those changes are good. And even the changes to the story aren’t just for new players, since I prefer it this way.

Really look at the last patch and see how much was for new players and how much benefited not only old players but altoholics. Because some of us like the rewards we get every level after the first 20 levels are gone.

I think that the idea that Anet is only focused on new players is a misnomer. For one thing, all the living story content is now level 80, including the new zone we got in July.

The way people are talking it’s almost like Anet can never improve any area of the game except the one area they happen to be interested in. And I don’t find that reasonable.

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Posted by: Jyoung.4815

Jyoung.4815

Okay so this is my problem with what you’re saying. Out of a large number of changes to the game made in the last patch, a relatively small percentage was for new players. Collections weren’t. Minipet changes weren’t. Commander tags weren’t. The tournents weren’t. The new PvP armor wasn’t. The crafting changes, while they included stuff for new players as well, the new crafting UI is amazing for crafting high level stuff. The auction house isn’t just for new players. Those changes are good. And even the changes to the story aren’t just for new players, since I prefer it this way.

Really look at the last patch and see how much was for new players and how much benefited not only old players but altoholics. Because some of us like the rewards we get every level after the first 20 levels are gone.

I think that the idea that Anet is only focused on new players is a misnomer. For one thing, all the living story content is now level 80, including the new zone we got in July.

The way people are talking it’s almost like Anet can never improve any area of the game except the one area they happen to be interested in. And I don’t find that reasonable.[/quote]

I don’t know if you are reading my post or just commenting because I did say that I am well aware that there are probably many players who do like the changes and new players won’t know the difference anyway. The point I was trying to make is the things that are being (“said about the new patch in this forum”) seem to be focusing around new player retention as one post by staff even seemed to shut down the conversation about what was new for veteran players towards end game. That being said minipets, pvp armor, tournaments, etc. I’m sure they are great. I didn’t play long enough to experience that. I was turned off before lvl 15. I don’t like how I have to get to certain levels to unlock things. I don’t like that my story line comes in big chunks, I don’t like that certain icons don’t even show up on the map until a certain lvl. Those things bothered me. Its like I was forced to have training wheels. I’m sure there are things included in the patch that I might like, but I don’t play very competitively and like to go at a steady pace on my own. The story played a big part to me and breaking it into lvl increments of 10 is a turn off. I can’t gain a lvl or so and then go back to my story. I was just grinding hearts and world events and to me that’s boring.

Like I said, That’s my opinion. I don’t like those things. You obviously have a different opinion! I’m sure you have a different play style than I do as well

I would like to reiterate. I am not saying the new implements are only for new players. I’m saying the conversation by staff in this forum made me feel like they were more worried about retaining new players.

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Posted by: Exit.5213

Exit.5213

I leveled fresh engi to about 30’s and I think new leveling mechanics and feature gating are quite OK so far. Definitely not as bad as doomsayers and haters claim. Most of the stuff gets unlocked in first few hours anyway.

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Posted by: Vayne.8563

Vayne.8563

Okay so this is my problem with what you’re saying. Out of a large number of changes to the game made in the last patch, a relatively small percentage was for new players. Collections weren’t. Minipet changes weren’t. Commander tags weren’t. The tournents weren’t. The new PvP armor wasn’t. The crafting changes, while they included stuff for new players as well, the new crafting UI is amazing for crafting high level stuff. The auction house isn’t just for new players. Those changes are good. And even the changes to the story aren’t just for new players, since I prefer it this way.

Really look at the last patch and see how much was for new players and how much benefited not only old players but altoholics. Because some of us like the rewards we get every level after the first 20 levels are gone.

I think that the idea that Anet is only focused on new players is a misnomer. For one thing, all the living story content is now level 80, including the new zone we got in July.

The way people are talking it’s almost like Anet can never improve any area of the game except the one area they happen to be interested in. And I don’t find that reasonable.

I don’t know if you are reading my post or just commenting because I did say that I am well aware that there are probably many players who do like the changes and new players won’t know the difference anyway. The point I was trying to make is the things that are being (“said about the new patch in this forum”) seem to be focusing around new player retention as one post by staff even seemed to shut down the conversation about what was new for veteran players towards end game. That being said minipets, pvp armor, tournaments, etc. I’m sure they are great. I didn’t play long enough to experience that. I was turned off before lvl 15. I don’t like how I have to get to certain levels to unlock things. I don’t like that my story line comes in big chunks, I don’t like that certain icons don’t even show up on the map until a certain lvl. Those things bothered me. Its like I was forced to have training wheels. I’m sure there are things included in the patch that I might like, but I don’t play very competitively and like to go at a steady pace on my own. The story played a big part to me and breaking it into lvl increments of 10 is a turn off. I can’t gain a lvl or so and then go back to my story. I was just grinding hearts and world events and to me that’s boring.

Like I said, That’s my opinion. I don’t like those things. You obviously have a different opinion! I’m sure you have a different play style than I do as well

I would like to reiterate. I am not saying the new implements are only for new players. I’m saying the conversation by staff in this forum made me feel like they were more worried about retaining new players.[/quote]

Okay, put yourself in Anet’s place for a second. All MMOs have attrition. Every one of them. Without retaining new players, all MMOs will eventually falter and fail. Everyone one of them. New players are not just important, they’re vital.

Old players they’re important too. But you figure, as a company, modifying the first 20-30 levels of play shouldn’t be that bad for the older guys. Hell we’ll really speed up 1-15 and we’ll add rewards throughout the entire thing.

Anet is saying that it’s absolutely not good enough the retention they had, and this is what they tested that improved retention. So here’s my question for you?

How does Anet best serve you, the veteran. By listening to you, and risking the retention rate, or by doing what they’re doing to keep the game alive and healthy.

Because that really is the choice.

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Posted by: Behellagh.1468

Behellagh.1468

Relevant:

If you want to succeed in China, make your game more competitive

The Gating makes a lot more sense when you are trying to design a “competition” for players to run through and overcome the Dev placed obstacles.

Personally, if I wanted that type of environment, I’d play an FPS.

Oddly the point of the article is players in China dislike “helping” other players which is the whole PvE experience is this game.

We are heroes. This is what we do!

RIP City of Heroes

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Posted by: Tachenon.5270

Tachenon.5270

So what about the veteran players that have been complaining since day one the the living story was too disjointed and we had to keep stopping to continue, or wait ten levels and have five stories of completely useless rewards.

You said living story here but in a later post clarified that you meant personal story. So I’m going to reply in regard to personal story and the pre-NPE stop and start aspect of it. Ready? Here goes.

As I have said again and again, anet could fill in the blanks in the personal story. There’s plenty of room for all sorts of missions involving people our characters meet along the way.

How about more charr warband missions, more asura krewe missions, more human friends and family missions? We meet these guys, do a couple of things with them, and then abandon them. Why?

This exemplifies one of my greatest pet peeves about GW2: wasted potential.

The table is a fable.

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Posted by: Aliven.4056

Aliven.4056

@Tachenon
Not a wasted potential. Just desire to dont waste resources by the dev team. We can lock things and call them rewards right?

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Posted by: Tringsh.2380

Tringsh.2380

The new system is horse poo, as is having to unlock traits.

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Posted by: Penarddun.6827

Penarddun.6827

What really bothered me is that utilities were actually removed from my characters. There should have been something that at least kept the utilities there if they were already unlocked on an already started character.

I’m not having fun on my low level characters anymore. I keep trying to play, logging in, and after 5 minutes, I just get frustrated and log back out.

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Posted by: Jyoung.4815

Jyoung.4815

How does Anet best serve you, the veteran. By listening to you, and risking the retention rate, or by doing what they’re doing to keep the game alive and healthy.

Well I don’t think its all black and white. I believe there are a lot of things factored in. 1 would be leaving things the same and risking veteran players becoming bored with the way things are and thinking things are repetitive which I think you could change and/or add features other than changing the story line quests and blocking certain features as you mentioned other things they changed earlier in a previous post. Another factor could be a money issue to keep the game going, which new players bring. However Veteran players can spend money on gems so I don’t see that being as much of an issue since there are other forums where players talk about spending hundreds of dollars on gems.

There are other games that I have played that haven’t made what I think is drastic changes to the format of the game but have still found a way to make the game feel new and exciting! This is just the route that Anet has chosen to take with this game.

[/quote]

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Posted by: phys.7689

phys.7689

So what about the veteran players that have been complaining since day one the the living story was too disjointed and we had to keep stopping to continue, or wait ten levels and have five stories of completely useless rewards.

You said living story here but in a later post clarified that you meant personal story. So I’m going to reply in regard to personal story and the pre-NPE stop and start aspect of it. Ready? Here goes.

As I have said again and again, anet could fill in the blanks in the personal story. There’s plenty of room for all sorts of missions involving people our characters meet along the way.

How about more charr warband missions, more asura krewe missions, more human friends and family missions? We meet these guys, do a couple of things with them, and then abandon them. Why?

This exemplifies one of my greatest pet peeves about GW2: wasted potential.

i was actually thinking they should do something like this myself, create side stories essentially.

Misconceptions regarding Level gating.

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Posted by: Isolfer.5160

Isolfer.5160

I sense a sudden great disturbance in the force, it’s like Anet just did to gw2 what sony did to SWG. Not a good idea that was either, but did it you did Anet, did it you did. Mhmm.

This is one of those patches that needed a lot of real player testing before they did this. I have two 80s and the rest are all 20 or higher, while a bunch of this does not effect me, I still don’t care for what Anet has done here. These are changes you need to look at for a long time. Getting new players is one thing, but if you do it like this you don’t make people want to spend money with you. The whole thing to me doesn’t feel like a grab for new players, it feels like a money grab.

Here’s all the stuff you can have if your a higher level, buy more keys and xp boosters and you can get this stuff. Come on don’t you want another hit of that fast xp man, just a few more gems. The answer from me on that is no, I don’t enjoy games that force me to grind. I started on EQ my grinding days are done. GW2 made me forget the crap that gw1 was, but now I’m suddenly not giving a crap about this game.

(edited by Isolfer.5160)

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Posted by: Allelya.6830

Allelya.6830

“Points of Interest (level 7)
Gathering Nodes (Level 9) – Nodes may have been removed in areas before this level. No there is no potato famine there is plenty of potato in Metrica Province.
Vista (level 10)”

These help you level. They shouldn’t have been removed at all. This is 2014, most players coming to Guild Wars 2 already have a strong grip on the basics of an MMO (leveling, gathering, professions, etc).

We need more guilds like mine offering help to new players in exploration and other things that GW2 offers that you don’t find in other MMOs.

Delvien – d/d Elementalist – Gates of Madness

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Posted by: MikaHR.1978

MikaHR.1978

“Points of Interest (level 7)
Gathering Nodes (Level 9) – Nodes may have been removed in areas before this level. No there is no potato famine there is plenty of potato in Metrica Province.
Vista (level 10)”

These help you level. They shouldn’t have been removed at all. This is 2014, most players coming to Guild Wars 2 already have a strong grip on the basics of an MMO (leveling, gathering, professions, etc).

We need more guilds like mine offering help to new players in exploration and other things that GW2 offers that you don’t find in other MMOs.

Good, then hey will actually play it and wont write missconceptions like you (ironic really, the thread title)

Colin Johanson: “Everyone, including casual gamers, by level 80 should have the
best statistical loot in the game. We want everyone on an equal power base.”

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Posted by: Celine.6857

Celine.6857

Hi all, I am hugely sorry to post this here, but I really want to post about the new feature patch, in the extreme hope that ArenaNet are listening to us Veterans who hate the new level-gating and I can’t find a ‘general’ thread about it… this came up in a google search and forum search is useless. Many thanks. My husband and I read some time ago that an official GW2 developer said the level-gating was ‘bugged’ and it should just be for your first ever character, and they altered a few things, but quite honestly, I was so looking forward to creating a new Asura elementalist and now, I have to wait for 24 levels before I even unlock earth attunement?! NB: that is not my only complaint

The love of building new characters has gone.

Samantha
Guild: Creators of Destiny Awakening [CDA] Disabled GW2 gamer; love all aspects of GW2!
Champion: Magus, Illusionist, Phantom and Shadow

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Posted by: Vayne.8563

Vayne.8563

“Points of Interest (level 7)
Gathering Nodes (Level 9) – Nodes may have been removed in areas before this level. No there is no potato famine there is plenty of potato in Metrica Province.
Vista (level 10)”

These help you level. They shouldn’t have been removed at all. This is 2014, most players coming to Guild Wars 2 already have a strong grip on the basics of an MMO (leveling, gathering, professions, etc).

We need more guilds like mine offering help to new players in exploration and other things that GW2 offers that you don’t find in other MMOs.

Talk about a storm in a tea cup. We’re talking about the first ten levels, which you now pass in about an hour. I think people need a bit more perspective.

Even if it’s two hours, in the life of your character, is should represent pretty much nothing.

Are we really complaining that we can’t get some potatos at low levels now?

Misconceptions regarding Level gating.

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Posted by: Allelya.6830

Allelya.6830

“Points of Interest (level 7)
Gathering Nodes (Level 9) – Nodes may have been removed in areas before this level. No there is no potato famine there is plenty of potato in Metrica Province.
Vista (level 10)”

These help you level. They shouldn’t have been removed at all. This is 2014, most players coming to Guild Wars 2 already have a strong grip on the basics of an MMO (leveling, gathering, professions, etc).

We need more guilds like mine offering help to new players in exploration and other things that GW2 offers that you don’t find in other MMOs.

Talk about a storm in a tea cup. We’re talking about the first ten levels, which you now pass in about an hour. I think people need a bit more perspective.

Even if it’s two hours, in the life of your character, is should represent pretty much nothing.

Are we really complaining that we can’t get some potatos at low levels now?

Post your opinion that a game mechanic shouldn’t have been removed (regardless of WHAT LEVEL) and suddenly everyone wants to attack you over it. It’s my opinion. I’m entitled to it. I don’t give a rat’s kitten if you don’t agree with it.

Delvien – d/d Elementalist – Gates of Madness