My In-Game Issues: Discussion
Some thoughts:
LFG-support. Yes, needs to be much better implemented into the UI. The current Wintersday dungeons are a very interesting anomaly to this. You can go into the city with Tixx’s dungeon, invite the first 4 people who write ‘LFG tixx’ in map chat, and get a dungeon group ready in less than a minute. If we could get a functionality like that for the other dungeons, without the chat spam, that would be perfect.
Combat: Can’t relate, never had that issue. I automatically keep my targets centered while fighting.
NPC: there are guides in each city. they put a marker on your map for pretty much all special interest NPCs.
Player roles: Disagreed. Very much prefer the current combat system to fixed (or just more defined) roles. It’s more interesting, more demanding, more chaotic, more fun. You still can define a more narrow role for yourself if you like, but you’re not forced to. The important thing to consider here is that this has implications for combat. Combat with fixed roles was like having autopilot, it was the most interesting when things went wrong and your role became irrelevant. Downside to current system: encounters need more variety, better pacing. Less mobs with ridiculously large HP pools, and more mobs with interesting abilities to challenge you.
No end game content: again, prefer the current solution. Not having to schedule my game time around a guild is a huge bonus. As is not having to deal with elitists who think they can tell other people how to play. Downside to the current solution: not enough variety yet. The original idea of keeping all game areas interesting through (meta) events is still good, but there aren’t enough events, and there’s not enough variety within events.
(edited by Naqaj.6219)
Combat: it doesn’t auto center if you move
NPC’s: I couldn’t find my warrior trainer forever
Player Roles: while you might enjoy the current setup; it’d be nice to at least have the option…if you don’t wanna heal, then don’t. Tanking doesn’t really seem to be an issue at all.
End game: again, YOU don’t have to…but I like a challenge and I like working together with a group of people to demolish objectives that the other players can’t or won’t…plus it’d give people a reason to talk to each…been in a few guilds…no one talks at all…very disappointing. But then again I could save save up and go buy legendary’s (absolutely ridiculous in itself).
combat: afaik there’s an option to always face the mob you’re hitting. Is this what you’re looking for?
player roles: I think they purposely made it a bit ambiguous to avoid the holy trinity, where each player’s role is static and very rigid/unflexible. But personally, I find that anet’s new trinity to be a good gauge of what role I want/should be playing. So you could either have a focus on damage, support or control while having a bit of the other parts.
Combat: As an Asura I can’t even see my character in a moderate size group. I learned to do group combat like flying an airplane on instruments only, auto-target then watch the indicators and white damage numbers. I am OK with it as is. To me there is a trade off with depth of combat in an MMO. If I want real depth of combat I prefer a single player console or PC game.
Player roles: My biggest concern is that PvP balance issues will cause problems with character differentiation. Next concern is that combat versus the game AI and versus human opponents changes the values of some skills drastically. For example the game AI will always attack an engineers thumper turret, that thing has more agro than a gold plated AK-47 with a shield on it (if you played Army of 2). But somehow a human opponent always just ignores it.
NPCs: The world of Tyria is big and takes exploration. Although I sometime get curt responses on map chat, I prefer to ask people. It adds to the personal touch since this is an MMO. I would leave it as is.
LFG: Would like to see that in game. Should include an option like “Willing to go with any 4 random players”. Other party requirement options for other play styles are OK with me.
End Game: Once I do all the personally enjoyable content the game is over until the next expansion. I do not expect an infinite amount of content from any non-subscription game. Similar to single player games, purchased expansions would be OK with me. Purchased expansion should never be required to play the content you already purchased. With a subscription game I am paying the equivalent of an expansion every few months and I expect continuous new content (endgame content so to speak).
Combat: As an Asura I can’t even see my character in a moderate size group. I learned to do group combat like flying an airplane on instruments only, auto-target then watch the indicators and white damage numbers. I am OK with it as is. To me there is a trade off with depth of combat in an MMO. If I want real depth of combat I prefer a single player console or PC game.
Yes, but you shouldn’t have to just be OK with it.
NPCs: The world of Tyria is big and takes exploration. Although I sometime get curt responses on map chat, I prefer to ask people. It adds to the personal touch since this is an MMO. I would leave it as is.
You must be fairly lucky because a vast majority of questions I ask in /map are never answered or rarely I get a smart —- answering. It’d help new and experienced players alike and it’s not like it’s changing the game somehow.
End Game: Once I do all the personally enjoyable content the game is over until the next expansion. I do not expect an infinite amount of content from any non-subscription game. Similar to single player games, purchased expansions would be OK with me. Purchased expansion should never be required to play the content you already purchased. With a subscription game I am paying the equivalent of an expansion every few months and I expect continuous new content (endgame content so to speak).
They may not have a monthly subscription cost, but I’m sure they make more than enough off of the gem store, and I’m sure they’d like to keep it that way. So yes, I, and I’m sure other players, would like some actual end game content. I won’t be taking a break while the next one comes out because I’ve completed all the content. That’s a sure fire way to get me to never buy another areanet game and tell my MMO buddies my issues with it.
Player Roles: while you might enjoy the current setup; it’d be nice to at least have the option…if you don’t wanna heal, then don’t. Tanking doesn’t really seem to be an issue at all.
I understand where you’re coming from, but this doesn’t work. As soon as you introduce a true healing class/spec, the kitten hits the fan. If a healing class (Monk) were introduced today, then mob damage would have to go up significantly, just so the healer would actually have something to do. Once this happens, squishier classes will get one-shotted by these mobs, making tanks necessary, which brings us right back to the trinity.
Since you also brought up lfg, I think we can all agree that finding a full party of 5 is difficult enough right now without needing a specific party makeup of one tank, one healer, and three DPS.
Personally, I don’t miss the trinity at all. And I LOVE being able to take the same spec (with easily altered major traits, utility skills, and weapons) into just about any type of content I choose to participate in.
[/quote]I understand where you’re coming from, but this doesn’t work. As soon as you introduce a true healing class/spec, the kitten hits the fan. If a healing class (Monk) were introduced today, then mob damage would have to go up significantly, just so the healer would actually have something to do. Once this happens, squishier classes will get one-shotted by these mobs, making tanks necessary, which brings us right back to the trinity.
Since you also brought up lfg, I think we can all agree that finding a full party of 5 is difficult enough right now without needing a specific party makeup of one tank, one healer, and three DPS.
Personally, I don’t miss the trinity at all. And I LOVE being able to take the same spec (with easily altered major traits, utility skills, and weapons) into just about any type of content I choose to participate in.[/quote]
I’ve been trying to play out how I would do a “healerish” type role. I think what I would do IS a type of monk-like class. When I think of a monk, I think of a “martial artsy” character that’s in tune with the earth/healing. You could do spells where when cast on an enemy does (for example) 500 dmg, when cast on friendly player heals/HoTs 200hp over 5 seconds; or whatever. And you could also incorporate an AoE heal that also dmg’s enemies. The player would still be able to melee/range and wouldn’t be the best dps…but a great backup in instances and a great solo class.
I obviously don’t have it nailed down, but those are my thoughts on how to incorporate one.
(edited by Baracis.4623)