Opinions about Orr [merged]
It’s always inevitable that you have someone come along, whip out their kitten and tell everyone just how awesome they are in these threads.
Orr isn’t challenging, and it sure in hell isn’t fun for most people. It’s just badly designed and it’s problems are exasperated by the bad respawn timing.
I agree, I’ve gotten 100% in Orr and I never want to go back. Difficulty isn’t an issue as I can navigate without dying. It’s just annoying and frustrating to be chased 90% of the time. All I can do is sigh and hope I don’t dump this massive train on someone else. Orr is poorly designed, the proof is in the high amount of frustrated players.
100% agree with the OP. Sadly this thread will be deleted soon as others previously have as it won’t be deemed constructive because we’re complaining about Orr.
I really hope that you’re wrong about this. I haven’t been on the forums long, but is stuff like this really happening? Gah … ANet ….
One of the first things I learned from my game design teacher was this: If your players tell you that you did something wrong, you should not try to justify it to them and you should not tell them they’re wrong. No-no-no. If your players aren’t having fun, that means you screwed up. If something was supposed to justify it, that point isn’t getting across. You were wrong. You need to fix it.
100% agree with the OP. Sadly this thread will be deleted soon as others previously have as it won’t be deemed constructive because we’re complaining about Orr.
I really hope that you’re wrong about this. I haven’t been on the forums long, but is stuff like this really happening? Gah … ANet ….
One of the first things I learned from my game design teacher was this: If your players tell you that you did something wrong, you should not try to justify it to them and you should not tell them they’re wrong. No-no-no. If your players aren’t having fun, that means you screwed up. If something was supposed to justify it, that point isn’t getting across. You were wrong. You need to fix it.
I think if they were gonna do that it would be gone already. I also believe they understand the current problem, they are probably working on ways to solve it that we don’t even know about atm. Just gotta have some patience with it I guess. I hate the respawns, the insane amounts of knockdowns etc. as much as everyone else, but I have tons of faith in Anets ability to take everything into account when it comes to player feedback.
100% agree with the OP. Sadly this thread will be deleted soon as others previously have as it won’t be deemed constructive because we’re complaining about Orr.
I really hope that you’re wrong about this. I haven’t been on the forums long, but is stuff like this really happening? Gah … ANet ….
One of the first things I learned from my game design teacher was this: If your players tell you that you did something wrong, you should not try to justify it to them and you should not tell them they’re wrong. No-no-no. If your players aren’t having fun, that means you screwed up. If something was supposed to justify it, that point isn’t getting across. You were wrong. You need to fix it.
See the last post in this thread from a few days ago:
https://forum-en.gw2archive.eu/forum/game/gw2/I-hate-Orr/first#post629231
Generally the same as this thread overall with a lot of frustration about Orr.
I was annoyed when this was closed as I truly believe there is a legitimate problem with Orr that is being ignored. If it isn’t being ignored then some minor communication from ANet would go a long way.
The rest of the game is excellent, just a shame there are some issues with Orr.
You wouldn’t believe this till you saw it, on Sanctum of Rall there was a bot train of about 5 bots, all rangers, and a crowd of real players were following them around because they were clearing the place out…
It’s one thing to want to a leave a place because you don’t like it, but to be happy about bots being around is something else.
The most disappointing thing in GW2, for me, is definitely Orr. It was hyped up so much before release, of beachheads, camps being erected and held, making pushes against the undead hordes, while they fight to take the land. Sadly, my imagination screwed me over, as it painted a far more appealing picture than what I finally encountered.
Funny enough, I just left Orr a minute prior to writing this. As I ran through CS to mine ori, I distinctly singled out enemies with chill, pull, immobilize, launch and knockback, all close to each other. Honestly though, how did ANet find this fun while testing the zone. It’s a chore just being there.
What I’d personally like to see in Orr is:
- More centralization around the temples. Create more DEs focused around the temple chains, since this is what Orr is all about.
- More guard patrols. Let the Pact patrol routes between settlements and create DEs where they’re attacked and must defend.
- Fortifying towns against assaults. Allow each settlement to be upgraded by players, until they come under assault from risen. Every settlement should be ‘attackable’. And don’t let the giant just stand next to the town, let him wreak havoc, we can fix the damage afterwards.
This will make the Pact’s defensive feel more desperate and can play well in with the guard patrols bringing in supplies (as mentioned in my previous point).
- No more risen just standing around. As my three points has stated, let the risen be more active, and let the be more DEs. This will mean they don’t have to stand around any more, but this excludes the risen ‘wildlife’ and elementals, of course.
What’s more menacing, risen just standing around, or them constantly being at an actual offensives.
- More veterans never hurt anybody. As my points stated, there will be more DEs, which would be an effective way of gauging player numbers through participation, and be an easy method to determine how many veterans can be thrown around.
- Make enemies tough in an interesting way. And that definitely doesn’t mean by hampering a player’s movement every five seconds. Like I said, centralize combat through DEs, which is your best means of getting players involved in the zone, but then, also make the enemies interesting to fight. Here’s examples off the top of my head:
Risen Rogue – teleport behind target, bleeds, throw multiple bouncing daggers
Risen Spiker – charge through target and deal lightning damage in a line, lightning aura does damage when hit, weakness
Risen Darkblood – Leave acid pools on death, spew poison that periodically jumps between players
Just a few examples of enemies that can be tough and require thought to battle without feeling cheap and annoying.
I remember in the early days of Rift, there was a lot of really dense mob spawns and people complained about it a lot. I didn’t mind fighting to get to somewhere. You just had to allow extra time.
In GW2, I strongly dislike the design decisions in the last few zones regarding mob spawns. As per original post it is made very annoying to navigate the game world in the lvl80 areas. Especially in a game where you are forced to kite and dodge in even the most basic combats, resulting in extra mobs often being pulled because they are closely packed. This results in more mobs to freeze/stun/pull and otherwise CC you.
Can you get around this by using waypoints?
A lot of the time, no.
Bugged events to unlock waypoints mean you end up having to travel across the game world most of the time.
Looney vids at http://www.youtube.com/feed/UCRhCtfrF9GhxU1CoeZSN0kQ/u
Midnight Mayhem
The thing that gets me is the insane amount of potential you have in Orr, and how much of a let down the zone is in reality. The only decent aspects are the temples.
The ideas I gave in my post above might not be brilliant, but I think there could be something useful in what I mentioned to make the zone a lot more fun and worthwhile.
If you have to longbow kite as a warrior you should rethink your build, gear, slot skills, or tactics because you’re just plain doing it wrong. On my warrior I won’t even stop to fight unless there are 5 Risen to kill, and I do it in their face with a GS. That’s just travelling, when I feel like actually hunting and flexing I’ll pick fights with as many as 10 just to feel like I’m in danger. I do this in full MF, including trinkets.
Every single annoying mob skill can absolutely be avoided or countered, even when you’re fighting entire groups of them. I always like to use the most complained about one as an example, the hammer pull attack from the Risen Putrifier. This thing is absolutely the easiest thing to avoid since the lowly Goomba.
- This mob is easily identifiable even without its name (if you don’t have enemy names on) just by the silhouette that its weapon makes.
- If you select it, its nameplate even says right there “pulls.”
- This attack has an easy to identify windup that makes it easy to anticipate.
- This attack, if you for some reason don’t see the windup, gives you an unprecedented second chance to dodge as it doesn’t actually pull you when it first hits you. The mattock will travel past you, then return and on its way back is when it pulls you. The hit made by the first attack is also easily recognizable even if you didn’t know that there was a Putrifier in the area.
- If you dodge after the first hit, and before the second, not only do you do not get knocked down but the mob is knocked down and pulled to your feet offering its helpless skull for smashing. Yes, by simply dodging this attack you have disabled an enemy for an easy kill.
If you’re still getting ruined by this thing then I have to assume that you don’t like to look where you’re going, identify what you’re fighting, learn what your enemies like to do to you to make you die, or work to prevent them from doing these things. In which case, yes, Orr will probably give you problems and you will die alot. But then I really have no problems saying that the game shouldn’t be changed for people who don’t want to learn to play in its final level.
My favorite part though:
I believe red is dead and teabagging my foe because I’m the alpha you don’t mess with and now I’m trying to avoid combat at all costs.
This just strengthens my belief that all of the so called elite pvp’ers who spend their time ganking in other games are relying on something that’s definitely not skill
Pretty much how i see Orr myself and i’m fine with the way it is now regarding mobs.
Was a bit frustrating at first yes, but the above quote simply shows ways of dealing with it if one is willing to adapt to what is supposed to be an end game warzone.
orr is horrible i detest the zones . it reminds me of LOTRO when they first designed angmar it was the same , mob density made it so you couldn.t ride through it without getting dismounted every few seconds , however the devs there realised they made a mistake by creating a non fun experince and everyone was avoiding the entire zone . in the end they redesigned the whole zone so folk actually enjoyed their time there.
OP you should change your thread title to “Everyone’s opinion of Orr”. These zones are a nightmare and nothing makes me rage more in GW2 pve than getting chain-pulled by these zombies that respawn in 10 seconds. I don’t know how anyone “farms” here without frothing at the mouth.
That’s not its original title. A forum mod changed it to that. My original title was something on the lines of: Orr is the most horrible region in MMO history: “EVERYONE, COME!”.
I think what would be nice if we could have an npc escort system. Pay an npc to accompany us?
Master of all Professions
sPvP Rank Dragon – 8 Champ Titles – Ruby Division
Further solutions to make Orr less annoying:
-fix bugged events, especially the annoying catapults that shoot through walls, so you can’t hide behind walls.
-increase the hit points of guards on the roads, make them more resilient to risen, so they are truly useful instead now they are just pixels laying on the floor nobody cares about.
-put even more guards and scouts along the road for better protection.
-more escort missions, because they provide the fun factor to travelling through Orr and also give directions to newbies.
Seems like a perfect segway into making dynamic events really impactful…. That by escorting plinx or doing other stuff, you increase the Pact’s presence and effectiveness in Orr so that even with the density, there’s tons of tough pact forces fighting all over the place.
I love the design of Orr. It feels like an endgame zone where the most horrible and evil monsters lurk.
Ive learned to adapt and dont have any problems whenever i need to be there.
Leave Orr the way it is or increase the difficulty more, and L2P. Not surprising that this is coming from the “dungeons are too difficult crowd” as well.
Also, DEATH, GOOD!!!
JQ WvW
I love the design of Orr. It feels like an endgame zone where the most horrible and evil monsters lurk.
Ive learned to adapt and dont have any problems whenever i need to be there.
Leave Orr the way it is or increase the difficulty more, and L2P. Not surprising that this is coming from the “dungeons are too difficult crowd” as well.Also, DEATH, GOOD!!!
I don’t think anyone here said the zone was hard, people have been saying annoying. There’s a difference. Perhaps before telling people to L2P, you should learn to read and comprehend what is written… It’s a more valuable skill to have in the long run.
After a somewhat curious debate ingame where people claimed they liked Orr as if it were the result of a loving relationship with multiple people without precautions, and others claiming they only visited Orr for the orichalcum I started to wonder…
If you had to name one thing you LIKE about Orr, what would it be?
For me personally, I’d have to say the Orrian jumping puzzles. They’re well designed and challenging. The one that has you gather those orb-keys especially, is really a puzzle and quite entertaining.
-The ability to farm level 80 mobs
-The karma armor vendors
-The ability to farm T6 mats
-The karma weapon vendors
What the guy above me said.
Other than that, the Risen can go fornicate themselves with a rusty spoon.
Yak’s Bend
Lincoln Force [BOMB]
The Lore…that’s it
The Lore…that’s it
This right here.
This list will be rather short for most players I assume
Yolaine / Orindine / Maliasera
~ Among the Ashes [Dust] ~
(edited by Braxxis.7062)
I can’t say I like much of anything about it. I haven’t been back there in a while….which could be interpreted as how well ANet did with the game.
I hate it. But I’ll be there for anywhere from 200-266 game hours just to buy my precursor. That’s not counting lodestones, and the cost of all the 1g items you have to buy.
I hate it. But I’ll be there for anywhere from 200-266 game hours just to buy my precursor. That’s not counting lodestones, and the cost of all the 1g items you have to buy.
Dang you going for a cheap one. By time you put that time in it will be 600 gold.
What do I like most about Orr –
LEAVING
(maybe the chickens – that is all I got Lol)
Cant stand it at all – most chains are bugged and and dont work. The only place to get loot and karma. You are stuck plain and simple.
It is a horrible awful unfun dreary monotonous tedious (cc) place.
And on a low pop server dead – yes I went there.
just my 2c
The only reason I spend time in Orr is to farm stuff. The whole area is just frustrating to be in; if it weren’t for farming, I wouldn’t go there.
What do I like about Orr… mostly the scenery. It is really different to most of the things I have seen before. However 3 maps of it with little to distinguish the differences is just too much.
I dislike that the quest chains don’t scale down sufficiently to low population servers. I dislike that a lot of the time they are broken so if I do want to get things that are only available at a specific temple, chances are I will probably have to either wait weeks for that 1 moment when the event chains are working and we get enough people to actually successfully complete the even (fat chance).
I dislike the monotony of 1million undead that 60% of all feel or look almost the same.
I dislike the monotony of the colours used on the scenery and the undead. It looks bland after a while.
I dislike that the only option I have for something different is a bleak icy wasteland for farming high level materials. I dislike that there isn’t a high level map (75%+) for each race/theme. I dislike due to the extremely poor loot that I am locked into magic find gear and grinding for hundreds of hours doing the same few events to make any amount of gold rather than being rewarded for challenging game play or some kind of skill.
Loot in dungeons, event chests (at the end of good non broken chains), wvw need to be dramatically improved. For event chains they should increase the chance of a good drop the more parts of the chain you have completed. Karma is not that answer to the problem of poor loot. Grinding for vendor trash is not fun.
Sorry, off track, Orr just emphasises the problems with poor loot acquisition and how to grind currency because we have no real options.
I like the ambiance and the look of the zone. It looks like land that was once a city, sank and rose up from the sea, with only the ruins of the largest buildings still around. The art, as with most of the game, is A1.
Some of the events can be quite enjoyable (Arah, Melandru). Although, I have yet to see the Risen Wizard boss in the Arah event as anything other than a vague shape surrounded by enough flashing lights to trigger a migraine.
The water areas are very nice (art, again), if you go to one with sane mob density.
Node density seems good to me. A reasonable amount of time spent farming can net a good amount of items.
The Lore…that’s it
Mostly this. Lore is nice.
Honestly even though its looks like something just puked all over the landscape, I find it kind of cool. As in, I like the giant coral and things. But its pretty much grey city. Can’t wait for Lost Shores since it seems to be a less bleak Orr.
When the events work, I enjoy the Temple/Arah events as well. They seem to bug out more then work though.
i think the environment is beautiful for sure.
The scenery and the jumping puzzles, especially the HUGE cave/orb one, thats just awesome design.
That there are undead everywhere nonstop. It makes sense to me. Enjoyed doing a chain to open a karma vendor and getting an exotic hat. That being said I tried today farming gold to purchase exotic rings amulet trinkets with and after 20 minutes went straight to LA and sold all my mats and gems. Exotic trinkets problem now solved. I do expect it to be a nice fun challenge for my wife and I to explore as a team once she gets to 80. She plays at a more sensible pace. Dungeons are just so much more appealing imo.
To clarify I did not earn anything of note during the 20 minutes in Orr. The mats and gems I sold were all that I had saved while leveling to 80. I figured Orr bit for earning gold.
The scenery and the jumping puzzles, especially the HUGE cave/orb one, thats just awesome design.
That was probably my favorite jumping puzzle, not too hard on the jumping bits, but more exploring. But now the Hidden Garden one took its place. xD
Coming from Act 4 Inferno, in another well known game, Orr is a cakewalk.
- I like the Jinx Isle area of Malchor’s Leap. Had a lot of fun exploring the waters in that zone.
- Like the jumping puzzles I’ve found so far, though I gather there is at least one I haven’t found yet.
- I’m amused by how devoid of mobs all the other zones seem after spending a couple of weeks in Cursed Shore (which is not the same thing as saying I like the mob density in Cursed Shore).
“Worshipping nonsense and imagination” — Hayden Herrera (paraphrased)
just 1 word : PLINX
Lvl 400 nodes and that’s it.
I love it’s dynamic nature.
I like how it’s keeps me alert to my environment.
I like the karma vendors, as stated.
I like having no hearts, so no commitment to a sport.
I like that every where you look there is a DE that you can jump in and earn something upon completion.
I like how you can team up with 1 or 2 friends and have a nice exploration experience as well as how it challenges you when moving by yourself.
I love the design of Orr. It feels like an endgame zone where the most horrible and evil monsters lurk.
Ive learned to adapt and dont have any problems whenever i need to be there.
Leave Orr the way it is or increase the difficulty more, and L2P. Not surprising that this is coming from the “dungeons are too difficult crowd” as well.Also, DEATH, GOOD!!!
I don’t think anyone here said the zone was hard, people have been saying annoying. There’s a difference. Perhaps before telling people to L2P, you should learn to read and comprehend what is written… It’s a more valuable skill to have in the long run.
Updated the OP to try and make that more apparent.
I don’t particularly like Orr as I think it is a boring grind festing area, the only reason people being there is to farm karma and T6 mats, the mobs have no variation, oh look a risen, oh look another risen, it got old fast.
Frostgorge is more appealing imo and I assume many more people agree, lets just hope Anet does something that makes the game a bit more interesting in the near future.
“After several hours I’m still swinging this sword with1 lodestone drop”
Not being there =) Once I got the karma and gear I needed I stopped coming to Orr. Game feels so much nicer now.
I think an official response is merited on this matter.
Is ArenaNet planning on doing something about Orr, or will the developers just add new ‘better’ content and leave it as is?
I think an official response is merited on this matter.
Is ArenaNet planning on doing something about Orr, or will the developers just add new ‘better’ content and leave it as is?
If the new Sea of Sorrows stuff on the 15th is all 80 and doesn’t include Risen out the wazoo, Orr will become a dead zone. (no pun intended)
Yolaine / Orindine / Maliasera
~ Among the Ashes [Dust] ~
I love how, in contrast to other MMOs, there’s a couple of zones where even as well-geared max level character, you gotta watch your steps. In most other games you lose all sense of danger once you get to max level and gear up.
I love the big temple events (when not bugged) and the temple karma gear (although I hate the silly pirate look of medium armor, transmuted the temple pieces with Order of Whispers looks as soon as I got them).
I love many of the events although the overly farmed ones are boring and there usually is a lack of players to do the other ones.
Orrichalcum, Mithril and other nodes.
I spend almost every day a few hours there, I really hate those undead and their fast respawn, making any NPC-kill a waste – and Anet for forcing me to go there.
Anyone already came across those wonderfull roots sometimes which cripple over and over again and put multiple bleeding-stacks on you? Yes, that´s “pure fun”, just what I expect a game to be . . .
It makes a nice reminder to start a new character.
I love Orr, and the only reason people don’t is because heart-zones are pretty much faceroll. It’s the first time in my whole GW2 experience where I had to group, fight, and was challenged on every corner. Going back to heart-zones after Orr feels like playing the game on Easy. In Orr, its War and you feel it, thats why they are brilliant zones. I do hope there are more zones like this in the future to cater to those who like difficulty. Mobs are meant to stop you from running past them, every inch you move in Orr is a success.
For me the difference between annoying and difficult are slim, at least in this case. I don’t find the zone annoying at all, just accept you can’t run past Risen.
(edited by Sonvil.3670)
I love Orr, and the only reason people don’t is because heart-zones are pretty much faceroll. It’s the first time in my whole GW2 experience where I had to group, fight, and was challenged on every corner. Going back to heart-zones after Orr feels like playing the game on Easy. In Orr, its War and you feel it, thats why they are brilliant zones. I do hope there are more zones like this in the future to cater to those who like difficulty. Mobs are meant to stop you from running past them, every inch you move in Orr is a success.
For me the difference between annoying and difficult are slim, at least in this case. I don’t find the zone annoying at all, just accept you can’t run past Risen.
Sorry for singling this post out, but this is a prime example of the “counter argument”.
One group says, “Orr is easy, annoying and bland”, while the next group (as observed above) says “Go back to easy mode, or L2P”. It feels as if two different conversations are being mashed together.
And I love it how some can say “you need to group to survive” and say “L2P or move on” in the same post, and yet I can do Orr quite easily on my own. I’ve downed giants all by myself and can handle four to five risen at the same time.
Sonvil, like everyone, is entitled to his opinion. If the enemies were truly hard though, then you wouldn’t actually be able to run past them at all. But risen are so easy. They aren’t even a threat, I mean, they just stand all over the place and getting by them isn’t hard, it’s a chore. I’ve even mined ori while two or three of them are bashing away at me.
I’ve mentioned in another post that there are far better ways to actually make the risen a threat in Orr. Affecting your movement doesn’t make them difficult or threatening, more like insects hindering you, that’s why they are annoying. They are easy, they spawn quickly, they’re all over the place, and make traveling a pain.
(edited by Azjenco.9425)