Months later, what would you change?

Months later, what would you change?

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Posted by: Cloud Windfoot Omega.7485

Cloud Windfoot Omega.7485

take PvP, WvWvW, and PvE
and for each tell the thread what you would change, add or remove!

PvP: game modes!
WvWvW: Make zergs less effective, while endorsing team play.
PvE: More events like we had in beta.

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Posted by: Tosha Daydreamer.9251

Tosha Daydreamer.9251

Pve: make the dragon DEs more fun and actually dynamic – remove the timer, let them come to different area’s. Revamp some DEs to require more teamwork
Guild: remove the multiple guild system OR let you read the guild chats of all guilds you’re in

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Posted by: Avengersoul.8256

Avengersoul.8256

Get rid of diminishing returns/restore farming spots … or make new ones. The game isn’t about grinding, then it is (which is fine) Then every place to grind and everything you grind is nerfed. It’s one thing to nerf everything to oblivion, it’s another to nerf it all and not give realistic alternatives.

More sPVP modes obviously.

WvW… complete overhaul tbh, there was a video recently that talked about changes he would make. Pretty much everything he said, don’t have it off hand though.

Yak’s Bend

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Posted by: Jairyn.6913

Jairyn.6913

PvE/PvP skill split, a la GW1. balance the two independent of each other and spare us all the headache.

PvE: dynamic event palooza. There just need to be more. More events, more dynamic changes, more meta events more breadcrumbing and cascades. More challenge and tactics. Better tuning for small numbers of players (I’m of the opinion that, if only one player is trying to repel the cyclops from Nageling, it should be feasible for one player to do so) and the larger zergs. I really feel the focus of GW2 should be enhancing the sandpark feel and encouraging players to actively travel and adventure through a living world. Everyone farming Plinxx or Fractals does not do much to invigorate the rest of the game.

PvP needs more game modes and more maps in general. Dueling options at least in HotM for players to spar.

WvW I honestly don’t know what I’d do.

Bonus thoughts: GvG. Housing. Activities and minigames. City revitalization via social skills enabled via townclothes, town hearts, town events. Minipets should be added throughout the world, not just on the gem shop, more achievements, add mounts. Take a look at collections in Rift or Free Realms.

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Posted by: Cloud Windfoot Omega.7485

Cloud Windfoot Omega.7485

im going again
PvE: a world that changed more, like we first imagined

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Posted by: LoreChief.8391

LoreChief.8391

I still want account-accessible dyes.

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Posted by: Shooopa.5632

Shooopa.5632

A combat system that isn’t boring as hell.

User will be infracted for this post.

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Posted by: mulch.2586

mulch.2586

I think the pvp system was the biggest blunder. The eSport that wasn’t. Launching with it not ready to play was especially bad because it only takes a few minutes to get into it.

At least for dungeon runners, it took some time to see the weaknesses there, because of needing level up and gear up.

I was searching for spvp stuff this weekend. Most of what comes up on google is from pre-launch. That’s rather kitten And there was nothing on the first several pages on google that was more recent than October.

It’s not quite true to say the whole pvp community moved on. But almost everyone’s left.

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Posted by: knh.9378

knh.9378

An actual endgame worth playing, and better dungeons with better boss mechanics. (More fights like Lupi please, less stupid high hp punching bag bosses)

And better pvp. WvW is too kitten big and there should be an arena gamemode for spvp, not just capture point.

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Posted by: gwawer.9805

gwawer.9805

Many complaints regarding spvp are made daily on the spvp forums, and many posts dating back two months ago are still valid today. I hope arena nets focuses more energy on spvp. Obviously the PVE is going great since it actually garnished game of the year awards and nominations. But I have seen nothing of the sort for PVP. No, not world PVP, but structured tournament PVP. There is a population of dedicated player base who devote themselves almost solely two playing the spvp.
Once again PVE and to some extent world of vs. world have won game of the year awards, but spvp continues to lack luster. I’m glad that they said they will do a patch in the future that focuses on spvp, but until I see that happening I’m not going to give them the benefit of the doubt. Prior to the games release as PVP was hyped to be so great, but I was shocked to see the lack of features when I stepped into the heart of the mists.

Up until now, the management at arena nets seems to be diverting much more resources to fixing PVE rather than spvp. I hope with the game of the year awards, these managers at arena net and take a breather and realize that their PVE is many times more of a finished product and the spvp. I also hope they realize that the spvp player base, although smaller than the PVE and world vs. world player base, is a highly devoted player base who will continue to be loyal customers if they’re needs are being met.

In the years to come, PVE contents is going to get old and people will abandon GW 2 because they feel like they have already finished to the game and there isn’t much else to do. They will abandon GW 2 for the newer PVE game with content they want to experience.

But on the other hand GW 2 will still have its spvp players because the spirit of competition and the competitive community will only solidify and strengthen over the years. This can only occur if arena net focuses more attention to making Spvp better and better.

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Posted by: Jski.6180

Jski.6180

After 3 month not much should be change its should be more about making sure what is there works right most of the time and they have been.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

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Posted by: mulch.2586

mulch.2586

After 3 month not much should be change its should be more about making sure what is there works right most of the time and they have been.

hear hear!

I know it’s gotta be a hard decision from a business point of view, but from player point of view, the best thing they could have done is wait til next year to release it – get the core systems in place and working.

It’s a shame to see what might have been, not.

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Posted by: Corvindi.5734

Corvindi.5734

WvWvW: Make zergs less effective, while endorsing team play.

How would you do that, though? Be specific. Not trying to be a smart kitten here, I just don’t see how to make numbers not matter in large scale pvp. And what do you mean by endorsing team play?

“…we don’t expect you to be forced into dungeons at endgame.”

~ArenaNet

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Posted by: Fiontar.4695

Fiontar.4695

PvE Deliver on the promise that players who prefer world PvE can earn coin and loot over time that is on par with Dungeons and WvW.

Seriously, what happened to that? We were supposed to have a game where you could do what ever king of game play you prefer and be able to count on reward parity per hour spent playing. Dungeons were supposed to offer exclusive skins as their special reward, they were not supposed to be the overwhelming clear, most efficient way of earning coin and loot!

I’m coming up on 600 hours of time played. I still love the game, but the disparity between Dungeon rewards and PvE rewards is a disgusting affront to the design philosophy that was touted prior to launch.

WvW Similar issues to the PvE comment above.

Rewards per hour played, unless you know the “tricks” to greatly increase your rate of rewards, still are not where they should be. Only better than the current PvE situation because at least WvW has it’s own version of tokens, so you have some control over the earning of an occasional additional reward.

PvP PvP needs the ability to store and recall various builds.

I enjoyed sPvP early on, but now that all the sPvP vets are playing finely tuned builds, there really isn’t an easy way for someone to hop in and be competitive. Hard to believe that the game doesn’t offer a build code generator as seen in GW1. This feature should have been completed well ahead of launch. Now, we are told it’s a very low priority.

Dungeons FotM fractures the community and kills participation in the other dungeons.

It’s a fun dungeon and concept. Then they made it mush easier to get to and recruit for. Then they gave it the best rewards in the game. Then they added a persistent difficulty mechanic to ensure community fragmentation and to further boost player exclusivity to this single dungeon. Really? I couldn’t have taken such a beautiful dungeon and made it such an ugly, destructive addition to the game if I tried.

Lesson to be learned The further Arenanet gets away from the pre-launch design philosophy, the worse it is for the game and the players.

Seriously. The pre-live design doctrine was just about perfect, with technical limitations and incomplete features/content the biggest factors as to why the perfect design did not produce a perfect game. Now, the “heresies” against the core design doctrine have become the biggest negatives effecting the game. It’s just a precancerous blight on an otherwise superb game at this point, but if the taint is allowed to grow via more backsliding, the same people that designed the near perfect MMO may also be the people who ruined the near perfect MMO.

Don’t read any of that with bitterness. I actually mean that as constructive criticism. I could write pages about all the things the game does right, but I do have some serious disappointments and I do think they are destructive for the game and limiting of the game’s potential.

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Posted by: Cloud Windfoot Omega.7485

Cloud Windfoot Omega.7485

WvWvW: Make zergs less effective, while endorsing team play.

How would you do that, though? Be specific. Not trying to be a smart kitten here, I just don’t see how to make numbers not matter in large scale pvp. And what do you mean by endorsing team play?

team play is when you work together to achieve a goal using each other to work towards a goal. zergs can be avoided by using fortifications that multiply damage based on how many enemys they hit. As most zergs travel in large packs the multiplier would be huge making the zerg work less.

come on dont give me the 3rd degree just because you dont like what i said,.

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Posted by: notebene.3190

notebene.3190

Armor and weapon skins along with town clothing should be like dye. You memorize the pattern, and then can apply it on a whim (just the look, not stats) whenever you want.

The transmutation stones are still used to ‘memorize’ the skin, and are also still used to move inserts and stats. But the first time you pick anything as a source, you now know it’s look. I don’t like the idea of paying $74/mo (<-hyperbole) so I can have days-of-the-week armor. Or alternatively spend the money on tons of bank space and 32 (<- more hyperbole) different sets of Exotic armor each with different looks.

I pretty much like the rest of the game, though I wish that the abolishment of the trinity didn’t mean the ‘complete’ death of non-DPS roles.

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Posted by: Grizm.4560

Grizm.4560

Dungeons: They just end up frustrating more than anything else. It makes me feel like the combat mechanics are from one game and the environment and encounters are from another. This is where the removal of the trinity group roles looks better on paper than in practice. If the majority of players are having fun with their glass cannons and there’s no dedicated tanks or healers, then the mobs in dungeons should not be hitting that hard. Period. They should be hitting that hard in games where there are people spamming heals on party members, not here in this game where that isn’t an option.

Guilds: The problem with guilds right now isn’t even with the game itself. It’s the community. Guild recruiters are posting their ads in chat claiming one thing but, when you join, you find out it is yet another guild where no one interacts and over half of the members aren’t even representing the guild.

Tarnished Coast
My characters think I’m crazy.

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Posted by: Conncept.7638

Conncept.7638

WvWvW: Make zergs less effective, while endorsing team play.

How would you do that, though? Be specific. Not trying to be a smart kitten here, I just don’t see how to make numbers not matter in large scale pvp. And what do you mean by endorsing team play?

team play is when you work together to achieve a goal using each other to work towards a goal. zergs can be avoided by using fortifications that multiply damage based on how many enemys they hit. As most zergs travel in large packs the multiplier would be huge making the zerg work less.

come on dont give me the 3rd degree just because you dont like what i said,.

But that would just make groups completely ineffective, it would end up better to have a dozen people on a wvw map than hundreds, effectively eliminating the ‘large-scale’ from large-scale PvP. I agree that something needs to be done about zergs, but you are waaaay oversimplifying the issue.

As for me:

  • All loot drops should be level-based, and armor should scale down to where all areas are actually a challenge. We were promised an end-game that stretched over the whole game world. This is not true if there is no challenge or reward appropriate to my level, going to low level areas gives no sense of accomplishment. I don’t think ascended gear broke any promises or that anything else ANet has done since launch has. But REFUSING to make the end-game as it was promised to be and hiding that end-game until after launch broke promises aplenty and was plain dishonest and deceptive.
  • Limit the amount of guilds you can join, and do not limit the amount of people a guild can have. People told you this guild system was going to depreciate the value of guilds to nothing all the way back in beta. Why didn’t you listen?
  • Stop putting things in the monthly ON THE MONTH THEY ARE RELEASED! You do not have a good track record of getting things perfectly balanced on release, start looking at your work realistically and from a professional and critical viewpoint.
  • I think PvP is fine, they just need to keep up with the balance work.
  • WvW pretty much needs to be completely rethought, it would take a whole second thread just to list the amount of things wrong with it, let alone address them.

(edited by Conncept.7638)